JOE-03 - Xenophobia Returns

1900AD - Inherited Turn
There's a Worker next to the dodgy Cottage so I cancel his orders (rail-roading), so I can start him on the Farm next turn.

1900ADDodgyCottage.jpg


The Saladin Wheat for 13GPT deal is signed...

1900ADSaladinWheat.jpg


Nagoya is now working the Workshop. Edo was currently on 37 turns to build Wall Street. After a bit of MM, I got it down to 31 turns, without sacrificing Physics research (still currently on 6 turns).

We declare on HC, and a Galleon is loaded with 3 Cannons and heads to Teoihuacan to aid the war effort.

1901AD - Turn 1
Our Worker at Teoihuacan is stolen by an Incan Mace. My bad, I should have had him sleep in the city. In retaliation, I send my Cavalry out to kill the Mace at 91% odds, and lose. :mad:

A Samurai finishes the job though, but now Teoihuacan is a little vulnerable for my liking.

I notice this...

1901ADMontyWar.jpg


We declare on Monty! :eek:

I decided to stop research for two turns for mass upgrading.

1902AD - Turn 2
Workers are generally railing Mines and Lumber Mills for extra production. The war preperation continues, as I move our standing army to coastal cities for transport.

1903AD - Turn 3
SoL finishes and The Pentagon is started (61 turns).

1904AD - Turn 4
Since Teoihuacan is a little vulnerable, I've upgraded one Samurai to a Machine Gun, and the other to an Infantry. This lone Infantry takes on a Longbowman in neighbouring Tombococcha and wins easily. The city is razed!

1905AD - Turn 5
Workers are mostly on long rail builds from city to city to aid future military movement from coast to coast.

1906AD - Turn 6
A good sized upgraded army is heading towards Andahuaylas...

1906ADIcyCity.jpg


1907AD - Turn 7
Physics comes in and Artillery is started (6 turns).

1908AD - Turn 8
Military movement.

1909AD - Turn 9
Aretas III (GM) is born in Kyoto. Since we have no OB with anyone, I suggest we save him for a Golden Age, assuming we get another GP somewhere along the line, it'll increase the speed at which we build Spaceship parts. I don't think we've had a Golden Age yet, so 2 GP's should be enough.

Huanuco is razed!

1910AD - Turn 10
As far as I can tell, HC has three cities left. Vitcos, Juli and Andahuaylas. Vitcos has a Uranium resource which I don't think we have. There is a Settler sleeping in Isa, so getting him on a Transport should be a priority to found a city near the Vitcos position. Vitcos and Andahuaylas should be easy targets. The upgraded army is two turns away from landing units at Andahuaylas, and the army currently on that continent is heading to Vitcos, although may need a little healing.

Once Vitcos and Andahuaylas are razed (and a Settler on the way), the two groups join up and head across land to Juli. To get to Juli, you can raze Monty's Seville and Madrid cities.

The alternative is to load the two armies onto transports and attack Juli from the coast, leaving Monty alone...it's up to you.

One thing worth noting is that neither HC nor Monty have attacked any of our coastal resources, despite there being plenty of enemy Caravels about. Keep an eye on this. I'd would suggest Monty is building up an invasion fleet, as his power (according to the graph) is equal to ours. Upgrading our Galleons to Destroyers would give us the chance to intercept and sink any navy fleet he sends our way.
 
That's some rough luck with the Cavalry. But we got SoL! :dance:

One thing worth noting is that neither HC nor Monty have attacked any of our coastal resources, despite there being plenty of enemy Caravels about. Keep an eye on this. I'd would suggest Monty is building up an invasion fleet, as his power (according to the graph) is equal to ours. Upgrading our Galleons to Destroyers would give us the chance to intercept and sink any navy fleet he sends our way.

I agree with getting some destroyers, but maybe we should just build a couple? We don't want to neglect our research too much, and we might need our galleons to move troops between the continents.

As for the caravels - they actually can't pillage any resources (unless they have a spy on them :crazyeye:) I guess it's because they're allowed to enter enemy territory without open borders.
 
I was looking at the save... I don't think we can win space race now. We need to declare on Saladin asap, and when the new city (Isa...?) expands it's borders, we'll need to declare on Washington. That will bring 8-12 unhappiness to our cities, and completely shut down research until he's dead. We don't have the forces there to do that quickly, I think, so I think going for Fascism & a conquest win is best. :)
 
I was thinking during my turnset that it'd be tight for Space Race, but Conquest in 140 turns? Should be fun.

Note that most of our standing army in America was deployed to the HC/Monty continent, so don't go declaring yet.

If we get Universal Suffrage, can we buy units, or does that just apply to buildings...

Carry on with a Conquest attempt, build Jails, go for Fascism as armstrong has stated. Maybe go Vassalage for new unit XP as well.

Generally though, I'd feel happier if we kept one big production city to build the Apollo Program, just in case...

The good thing is that we've got cities on the American continent...we can rebase air units (when we build them, for bombing runs, and GW and Saladin can do nothing about it yet.

Research > Fascism > Artillery > Flight Techs > Tank Techs

We've got troops on the HC/Monty continent, so let them sweep through and wipe it clean. They'll need reinforcements, as Monty probably has a lot of units, albeit outdated.

Having bombers would be nice before we finish off Amerabia!

Sound fair?
 
Okay, this is a got it. :)

140 turns that bad for conquest - once we get tanks we can really mow down cities fast.

JesusOnEez said:
Note that most of our standing army in America was deployed to the HC/Monty continent, so don't go declaring yet.

Well, we can't wait - our borders are touching Saladin right now, so we need to declare on him. The newest city (Isa-?) is one tile away from touching Washington's borders, and will touch when it expands to it's fat cross. It hasn't built any cultural buildings yet, so we can stop it's current theatre build and hopefully not have to fight 4 wars simultaneously.

Really, I just wonder if it would be better to let them capture our cities not on our continent? Otherwise, we're going to have to fight constantly so we might as well conquest.

JesusOnEez said:
Generally though, I'd feel happier if we kept one big production city to build the Apollo Program, just in case...

I don't think - if we have to fight Washington - we'll be able to sustain the tech rate to get to Fusion in time. The only way I see to avoid war with Washington is to let Saladin take our cities on the Amerabian continent... but I'm definitely not going to do that unless we all agree on it. :)
 
OK...cancel the Theatre in Isa and hold off on Washington...we're going to be fighting three wars anyway, and we have next to nothing in Amerabia, so our fight there is mostly going to be on the defence I would think.

I guess we pretty much need every high prod coastal city cranking out Transport/Destroyers/Battleships as and when available, and inland high prod cities cranking out military units...we're going to be transporting them all over the ruddy place. We may be able to go through Monty with what we have on the continent at the moment...don't know what Monty has got yet. They may need one or two Galleon's/Transports of reinforcements.

Washington and Saladin are way down the list power-wise, so we should be able to steam through them once we get some up-to-date units in the mix.
 
Unfortunately it's going to be conquest since the variants don't really keep us out of the war room so to speak. I think space race was viable in 140 turns if we tweaked scientist everywhere (especially with SOL) and even caste system for multiple scientist in science healthy cities. Conquest is going to be tough and then we will need tanks which again takes us away from space race technologies. In order for that to work well, we definitely will need bombers so flight/radio are needed. Again neither are space race techs.

For space race:
artillery>rocketry>satellites>fission>refrigeration>genetics>ecology>fusion> fibre optics.

For conquest:
physics>electricity>industrialism>flight>radio also needing combustion/sci meth which I believe we have.

The Space race is a long one and would just maybe make it in the time limit. Conquest with tanks/bombers would go fast and since we are razing everything would only need two/three large standing armies and a city from which to launch the bombers.

At this point we need to make up our mind space/conquest. I don't think we can keep a space race in our hind pocket whilst we are warring. The tech paths vary and at this point we need tanks/bombers/destroyers/battleships/transports, since we are at war already. 140 turns goes a lot quicker than you think and we must choose now which way to go.

I say conquest now since we are at war and will have more warring ahead. In addition I don't agree on letting Saladin take our cities on the new continent. We need those for a launching platform and if we throw a couple MG's in each should hold out well defensively speaking.

I always build theaters at the start for culture but in this instance we should keep our borders from Saladin until we are ready. Hopefully Talamane will do that during his turnset otherwise we will be fighting on more than one front.

Fighting two/three front wars is not good and it's what did Germany in back in WWII. So beelining to industrialism is essential since the tanks can do a lot more singularly then any other unit.
 
Personally, I'm not sure that conquest is viable now. All the AIs are advanced enough that they have troops to at least hold us, and (for some reason) they always have settlers built and just sitting in their cities waiting to settle. They will settle even if they're at war. It's going to be tough taking out one of them completely in 140 turns, let alone 3 of them.

Having said that ... there's nothing like proving yourself wrong :) but I have a feeling if we don't go space we'll probably win by score.
 
Edit: This is a pretty long post, and it's a bit free-form and disorganized... I would appreciate if you all read and commented on it, though - we're at a pretty critical juncture in the game. Even with tough variants, I will not abide a time victory on Prince :lol:

Well, I started playing the save. Haven't pressed enter yet, but I did sink a 2 rifle+settler galleon of Saladins ;)

I'm going to abandon Ise. It's running at -12 gpt and will take a while before it becomes productive - no improvements, no buildings, no resources we don't have in other cities. Moreover, it will never be able to expand it's borders without having to declare on Washington, which we want to be able to control. I'll just let Saladin raze it. The other cities on the island, though, are good and productive, so we can keep them and use them as a base. Two of them can be turned into good production cities, in fact, which is great, as they're going to have to fend for themselves for a while.

As for the space race, now I'm thinking it is possible... :lol: If you haven't noticed, I tend to change my mind a lot! Actually, three things struck me:

1. Once we have fascism, wars aren't that big of a deal. With Mount Rushmore + Police State we just need jails to reduce WW to zero. We can fight perpetual wars, and just defend what we've got. This will also slow down the AI, in particular Washington.

2. Looking at the save, we have a lot of villages that will turn into towns soon. I count 31 hamlets/villages within 40 turns of turning into a town. That's a lot of commerce - I didn't realize how underdeveloped we were from our research potential. Also, we don't have the research infrastructure in a lot of cities. When that all gets built, our research will skyrocket. Edo, for instance, doesn't have a University built yet - that'd be 20 beakers/turn right there! (nearly a 2% increase in our research from a single building.)

3. Cosmichail's discussion on the tech path -

Cosmichail said:
For space race:
artillery>rocketry>satellites>fission>refrigeratio n>genetics>ecology>fusion> fibre optics.

For conquest:
physics>electricity>industrialism>flight>radio also needing combustion/sci meth which I believe we have.

I don't agree with the Space Race tech path. Lately, I've been trying to win really fast Space Races (I managed my best so far earlier this week, a 1734 launch with Gandhi on Monarch/Epic :eek: Doubt I'll ever repeat that date, I had only two pre-1800 launches before that... incidentally, all three were with a Spiritual leader... :hmm: )

In any case, I'm pretty sure that unless you have really bad production cities or insane research (I'm talking about 3-4 times our current rate), going for Industrialism before Rocketry is better. You still have time to build all the parts since Aluminium speeds everything up. Plus, you need to research it eventually anyway for Plastics.

Right now, for the Space Race I'd research Fascism -> Physics -> Electricity -> Industrialism -> Artillery -> Rocketry -> Radio -> Computers -> Plastics -> Robotics

If I was going for Conquest, I'd research Fascism -> Physics -> Electricity -> Industrialism -> Flight -> Radio (for bombers) -> Computers -> Plastics -> Satellites -> Composites -> Robotics

There's very little difference between the tech paths - if we go for space, we sneak Rocketry in their and go for Flight instead of Artillery, basically. That's not a big difference. Actually, I don't even know how useful Flight will be for conquest, since we can't station our bombers close enough to do any good without settling new cities which seems to be more hassle than it's worth.

Neither of those paths is that awful for either route - the Conquest path gets Satellites earlier, which I'm considering prioritizing more in my space games, while the Space Race path gets Mechanized Infantry earlier. So both are pretty viable for either victory condition.

Which, I guess, is just a really long way of saying - we don't need to decide yet techwise. But really, we do need to decide in terms of what to build - we need to build either military or infrastructure, and we can't do both.

Sheesh! That was a long post. I'd like to get everyone's feedback before I keep playing, as we seem to be split between which is easier, Space or Conquest. Personally, now, I think both routes are viable - I think we can double our research in the next 40 turns if we focus on it, so Space isn't scary. 140 turns is plenty of time as long as we can keep Washington from launching. Conquest shouldn't be hard, either - 20 turns is a eternity in the age of tanks. We will not be stuck dealing with the unclean by 2050! :D

One final thing - I've been considering a diversion to Communism if we go Space. No one has it yet, and with stone and factories, we can build the Kremlin very quickly. Without Universal Suffrage (en lieu of Police State to hold down WW), we will have to buy our infrastructure. The Kremlin would cut that time down significantly.
 
going for Industrialism before Rocketry is better.
I forgot about that Armstrong as aluminium is important. (hopefully we have it.). You as always make excellent points and I agree that a time victory for prince just isn't done when you're used to Monarch/Emperor. I like conquest better and find space victory boring just hitting enter a lot. I just wish we would have stuck to our ground and at least finished off Huyana. But that's in hindsight and no matter what we should get to industrialism soon.

Ok the part I hate about artillery/cannons. They move just to dog gone slow. I see your point about the bombers but the biggest enemies to deal with are still washington/saladin. Tanks probably could deal with Monty/Huyana without cannons/artillery just throw a couple of barrage tanks in there. A small compliment of 10 tanks for Huyana or Monty whoever we are warring with right now and a much larger compliment for Ameriarabia. Bombers would work for Washington/Saladin having cities there.

I always find the AI has several large stacks and once we take those out it pretty much a cakewalk, especially if we have a superior weapon.

So my vote is for conquest just to have some fun with the tanks. I also agree it's either or and we can't try to do both. Either build tanks like crazy or build universities and infrastructure. Get a strong navy too for taking out defenses for coastal cities making it easier for the tanks. Just those darn artillery move so dog gone slow. One tile at a time "ARGH". Civ 4 doesn't understand what artillery means imo. Hello civ 4 artillery is used in real life 30 miles back from it's target not one tile away. Sorry ranting here now but that always bugs me. I play another (obscure but good) Warzone 2100 and they understand how artillery/mortar/howitzers work especially with radar.

Also last but not least would conquest not fit better with the variant overall. Space victory seems like a lazy mans way out, but that's just me sort of like PA.
 
This is a difficult decision for me, especially as both are pretty much as viable as the other, and both are good for the variants.

However, in the spirit of the variant, wiping out The Unclean completely just seems the right thing to do...I mean, if we leave the planet on a Spaceship, The Unclean are still there, right? So, I'm for Conquest.

I mentioned before that our cities on Amerabia would be good for bombers to launch attacks on Washington and Saladin, and stick with that. We can't reach Monty with planes, our current army will take HC's two "open" cities in the next two/three turns, then he has the one surrounded by Monty's cities. HC has nothing better than Mace's and Longbows, so no problem. I'm guessing Monty will probably be at Rifles, but not Cavalry, again, no problem for our Infantry, especially backed up by their current Cannons, and (if we go fo it) Artillery. Monty I feel, will be no great threat, and I believe that the current troops (and the troops arriving in two turns), will be able to raze HC and Monty to the ground, possible with one transport of reinforcements...

Tanks and bombers for Amerabia though. :D

I wouldn't be suprised if America and Arabia start trying to colonise the old HC lands, so keep an eye out for Settler boats to sink as well.

Gents, TO WAR!

...er...again. :blush:
 
Just remembered, we have a great person stored up somewhere...I'm not in a position to look at the save at the moment, but when would our next GP come along? I don't think we've had a golden age, and as long as another GP isn't a Great Merchant, we can set off a golden age for a nice big boost in Tank production for a few turns, not to mention research speed and/or upgrade money.
 
JesusOnEez said:
I wouldn't be suprised if America and Arabia start trying to colonise the old HC lands, so keep an eye out for Settler boats to sink as well.
This would mean expanding troops to fog bust and to keep "an eye out" for possible enemy colonizing AND be able to stop them on cleansed land, as well as costing us gold.

But like I said, I'm more of a conquest/domination kinda guy than a space guy ;)

LET'S DO IT!!!
 
Burn Baby Burn......
 
Okay, I played my turns - and an extra to see what shape we were in after we got out of Anarchy. I had to declare on Washington because of borders (not Ise, the southern city on the continent) which really hurt, but now that we have Fascism (and Rushmore will finish during the next turnset) things are better.

Here's how much it hurt:

Civ4ScreenShot0012.jpg


Note that not only is every city unhappy, every single city on the mainland except for Brass Lions is starving with 10% culture! Ouch. It ate up over half of our research.

Had to turn culture up to 40%, but things got better. I made peace with HC after taking 3 of his cities (it was going to take 6 turns to get to him anyway, I doubt he can even move a settler to an open spot before we can redeclare, and he's nearest to Seville which is our next target.)

Things were tough due to the Washington war - with our economy crippled I didn't have much money to upgrade troops, and I knew I couldn't wait too long before researching Fascism. However, fighting 4 civs at once meant there were lots of things to react to and cities to protect.

I'll post my running game comments in a spoiler, but right now the situation is that we're at war with Monty, Washington, and Saladin - but, we have troops on the way that - assuming Washington's city is not well-defended, and I doubt it is considering it's a tundra town - we can end that war in two turns.

With Police State running, we only need to keep culture at 20%. Sanctuary is getting hit hard (and can't produce anything anymore due to no Universal Suffrage or Slavery) but we really can't do anything about that. Once war with Washington ends, we can turn the slider lower and things will be back to peace time essentially.

Monty's been throwing troops at Shimonoseki. It's been badly pillaged and his stacks keep getting bigger, but it's better for our Machine Guns to kill his troops then trying to fight them in a city anyway. We just need to soak up his reserves. His current incoming stack has 4 cannons in it, so it's kind of scary, but we have 3 infantry and 3 machineguns- among others- so I'm not worried.

Notes on our army:

1. We have two galleons on the move to pick up the cannons in Shimonoseki to bring them to the front lines.

2. I have a small stack of two upgraded CR infantry, another infantry, and a cavalry taking at peek at Washington's city of St. Louis. They can see what's inside in a turn and attack in 2 if it's lightly defended. If we raze that city we can get peace from Washington and turn the culture slider even lower.

3. We have lots of forces in the bay near HC's last city and Seville. We can redeclare on HC and finish him off in 4 turns, enough time to raze Seville in the meantime I think. He's left us a nice forested hill next to the city to land at, so if he counterattacks our landing force he's in for a rude awakening from our MG :) Here's Seville's defenses:

seville.jpg


4. Washington has a frigate on the north side of our land. It's not doing much damage outside of a few workboats, but we could upgrade a frigate to a destroyer to finish him off.

5. This one is very important, the one thing to read if you read anything ;) On the Saladin front - we have an infantry named "Glue Factory" that's been killing Saladin's cavalry he's sent at us. Saladin's only offensive attack outside of pillagers was with a sea-based stack that landed in Kobeyashi Maru, but - he has another around as well I spotted in the southern waters of Amerarabia. I don't know what happened to it but I'm guessing it's headed to our west coast. We need to get a couple of destroyers out in the ocean there, but I just didn't have the time to production or money to upgrade it. We have units there, but not good ones, so we need to be sure to have cash on hand at all times! Preferably ~1200 gold. I expect it to hit in 2-6 turns, so we need to be ready! I stupidly moved most of the forces in the area north to Monty, so we're a bit light. His stack was 3 cavs and 3 catapults. Not a dangerous threat, but we can't afford to let LP & friends get their towns pillaged. One of the galleons sent to pick up cannons in Shimo has a CD infantry on it, we should probably send it home since we can't move the cannons until Monty's stack is gone anyway.

Cosmichail and I have played in a few VQ games. There's a running joke about Nara always being a city that should be razed, so I found these little recommendations funny:

nara2.jpg


nara1.jpg


Final comment:

1. I started grooming all 3 cities in Amerarabia to be production cities. We should try to get granaries/forges/factories/coal plants in these cities asap. They'll be able to keep a steady supply of tanks on the frontlines for the wars, but they need TLC. :)

2. Let's consider researching Biology before Electricity/Industrialism. It would help our production cities (Rendaku, Marubeni, that one in the south with HE) greatly. When Biology comes in, we could send our (mostly worthless now) worker army to the cities and retool them to optimize their production.

Spoiler manolog :

No autolog here.

First off, our city on Monthy's island - Shimonoseki - is in some trouble. Monty has two rifles and a CR2 grenadier en route. We can get one machine gun there in 3 turns, but Monty can attack in two if he neglects to raze (though I bet he will.) I upgrade a CD1 longbow to a machine gun.

I declare, and kill a galleon with two rifles and a settler with our frigate.

We're going to need to fight defensively on that continent until we at least take out HC.

Our HC forces are set to move two turns before landing, but we can take a different route and take them out in 1.

HC doesn't have Rifling yet, but he can research it, so he most likely will soon. We unfortunately do not know where his 4th city is. However, after these two we could get peace and a world map if there's no chance of him hitting us with his borders again.

Set research to Fascism - this will help WW a ton. It's due in 4 turns at the current pace.

Ise stops its theatre and starts on a granary. It's set to max hammers to avoid working commerce - we don't it to generate commerce that gets turned into culture via the slider. Actually, I set it to "avoid growth" and pull all of the defenders out of the city. We'll need them to defend the other cities. Promote a rifle to Combat2/Horse to deal with a camel/cavalry group Saladin has near our lands. Let Saladin raze it, it's not worth the -12 gpt anyway, and we want to avoid war with Washington.

The other cities on the land switch to military builds.

Why are our workers on build trade routes when we have unimproved tiles in Amerarabia? We're also running artist specialists in cities near the frontlines - we don't want border expansion in those cities, it just invites war.

I do lots of city MM - Brass Lions wasn't working it's gold, Nagasaki stagnates since it's growing into unhappiness next pop, etc. Marubeni queues up coal plant -> Iron Works. I notice we have a lot of village that will grow into towns 20-30 turns from now... maybe the space race wouldn't be a tight as we think? But, still, we need to fight wars, so Fascism is a must.

1911 AD

Saladin sends his camel/cavalry team into our lands. Waiting for him to come into striking range of our troops.

Huayna sends a catapult/long bow out on a galley to attack us. Sink it with a frigate and find HC's last city. We can hit it with our main naval force, so that's good news. In fact, I think we can take two of his cities next turn.

HC should be down to 1 city in 3 turns, then it's just an issue of sending the navy to his last one. It will be nice to see him wiped out.

1912 AD

Monty has another 6 units heading our way to Shimo. That's not bad at all.

I counterattack Saladin with a !horse rifle. He loses at 89.2% odds :(

Hakodate's borders expand. I'm forced to declare on Washington. Yay! 4 wars at once. The effect is terrible.

The culture slider goes to 40%, and even then many cities are starving. Our research drops dramatically, to less than half of what it was before. We have 500 gold, which I wish I could burn to get Fascism more quickly, but we need to use a lot of it to upgrade forces for defense.

Saladin will raise Ise next turn, which is good as we need the 12 gpt, but we can't stop the war with Washington until St. Louis is razed. We do, however, have a land path to it, so we should be able to. It depends on what kind of forces Washington & Saladin send at us - even with Police State, we're going to have some awful WW.

Nagasaki is chosen to build Mt. Rushmore when Fascism comes in. We should hopefully get it in 3-4 turns, depending on how bad WW gets.

1913 AD

As planned, Ise is razed.

Monty pillages our only corn farm, giving us unhealthy in our cities. We pretty much just have to take was he's sending, he's got a number of units.

Shimonoseki is going to get the hell pillaged out of it. We just don't have the units to counter attack against his stack. Oh well, it will weaken him. I'm worried I might have to dial down research next turn, delaying Fascism a round - for money to upgrade another unit.

I do the "binary research" thing actually to make sure we have money on hand.

CRAP! I just saw Saladin has sent a fleet to attack our forces at Hakodate. We can't reach it with our forces because it's in the American sea. I don't think we can get reinforcements there in time.


1914 AD

Saladin's fleet disappears (?), but he has another one on our mainland. I simply don't have the cash to upgrade everything we need. Our frigates are by HC. I should have moved them. We can repulse his mainland attack, but we might get pillaged.

Raze HC's second to last city. It will take 6 turns to get to his last city, so I sign peace, dropping WW in LP by 2. I turn the culture slider down a notch to 30%.

Upgrade CR2 samurai to infrantry in Hadokate. Shimonoseki is starving but can hold. Saladin has forces at Kobeyashi Maru, rush buy an infantry in Sapporo and reinforce city.

Whoops, caught up in the action, missed some turns here.

1917 AD

Upgrade a CR3 Samurai to Infantry, will organize a force to try to get peace with Washington next turn.

Saladin's cavalry is pushed back at all the places he was attacking. He has 2 galleons and a frigate pillage fish resources, but we really can't stop him without a destroyer unless we want to lose 2-3 frigates. Unfortunately, destroyers cost 515 gold to upgrade and simply haven't had the money. I'll concede one more fish resource to him while I get fascism.

Monty's waiting for cultural defense to go down before attacking? I don't get it. He's bringing more forces over, though, so I might have to upgrade our last unupgraded unit there.

Revolt to Police State. Research starts on Electricity. All of our opponents save HC can research Assembly Line now, but none have it.

1919 AD

Monty attacks ineffectually with half his stack...

1920 AD

Monty hits with his full stack and is slaughtered. Unfortunately, his CR3 cannon withdraws. He has a larger stacking incoming now too (4 rifles, 4 cannons.) Anytime you have that many cannons it's dangerous. However, we have some more reinforcements arrive - the city now has 3 infantry, 3 machine guns, 5 cannons that need to be picked up by galleons, and a CD longbow we can upgrade.

I decide to play an extra turn, as I want to see what the situation is like when we come out of anarchy.

1921 AD

Seville is not a pretty sight. 6 rifles and 2 cannons. Hopefully Monty will send some of those units to Shimonoseki. Btw, what's up with Seville and Madrid? Did HC & Monty start with the spanish on their island too? Ah, Madrid's the Buddhist holy city too. Did we see a message about the Spanish dieing a long time ago that I forgot about?

Our research has recovered mostly. At 20% culture, we have some unhappiness in cities but nothing terrible except in Sanctuary, which will starve the next two rounds. Nothing we can do about it, we'd need to turn culture up 20% to prevent that, which is simply not worth it. It will take 19 turns at our current rate to get Industrialism.


Hmm, here's the save... I attached it but it's not showing up:

http://www.civfanatics.net/uploads12/JOE-03_-_Xenophobia_AD-1921.Civ4SavedGame
 
Like wow man....

That looked like a lot of work Armstrong. A good challenge indeed but once we get rid of a few we should start looking better. Monty can be a pain but we aren't too far from tanks so once they start rolling they won't be able to stand up against tanks with rifles. Don't even needs artillery/cannons to aid them either.
 
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