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LK164 - CCM, AWM, Korea

Discussion in 'Civ3 - Succession Games' started by LKendter, Mar 7, 2021.

  1. Elephantium

    Elephantium Elephants think that people are cute, like puppies

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    Ah, Novgorod is a good example there. I just loaded up the save -- it can get all the way up to 39 shields if I tweak the citizen assignments :lol: -- not enough to change your analysis. That's a good site to switch to units right away.

    Yekaterinburg is harder to tell. We can switch to Whippet immediately without wastage. 28spt with its current configuration (dropping to 16 post-GA, I think, ignoring growth). Finishing the Factory gets us over 20spt post-GA. In all fairness, it's probably better to finish the Whippet, but it's useful to look at IMO.

    Then you have cities like Salonika or Samaria -- switching to another build wastes some shields. I'd rather complete the builds than waste those shields.

    Then you have cases like Antalya -- building a Power Plant with no shields in the bin. :blush: Yep, switch that to a military unit right now.

    I did set most of the "filler" cities I built to settlers. It's probably time to do the same with new captures (like Teayo or Tepetlaoxtoc -- even Admin Centers and Forges will take too long to pay off if we're <50 turns from victory).
     
  2. LKendter

    LKendter Exterminate, exterminate, exterminate!!! Supporter

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    Any teasers yet?
     
  3. Greebley

    Greebley Deity Supporter

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    With the emphasis on units we need barracks right away. Regular units just can't take out cities well at all.
    I think we will end up with more units (less losses) if we revolt now rather than waiting even though it loses a turn of our GA.
    This assumes the GA is 30 years - is that correct? It only 25 then I will wait the turn or two.
    Does anyone object to this? I am still in 1954.

    I only took one picture so far, but it shows the effort of attempting to steal maps, which unfortunately failed on the closest area. It also shows taking Argos a turn earlier than usual. Greeks final city is unfortunately on an island.

    LK164_AD1954a.png
     
  4. Elephantium

    Elephantium Elephants think that people are cute, like puppies

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    CA II reported 2 turns of GA left in 1953, so I'd say just wait the extra turn.

    Too bad about the island town :(
     
  5. LKendter

    LKendter Exterminate, exterminate, exterminate!!! Supporter

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    IIRC 25 turns for a GA
     
  6. Greebley

    Greebley Deity Supporter

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    Teaser: This image shows the units next to the Aztec capitol that didn't die capturing it. Add in the 25-30 losses, means we had to attack over 80 times to take the city. They had 22 standard defenders, a bunch of invisible units, 2 machine guns, what seemed to be their entire worker population converted to partisans. Oh also a chariot.

    I have never seen so many units in one city before. I ran out of speed 2 units and started using riflemen.
    LK164_AD1955.png
     
  7. Greebley

    Greebley Deity Supporter

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    I have just started year 1957 and we are now communism. I will likely stop on turn 345 which is 1958 (so 2 left). It should be sometime this evening(I hope). We may want to plant forests and build collective farms for towns that could build whippets faster. Only Axum can build one turn tanks at the moment.
     
  8. Greebley

    Greebley Deity Supporter

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    Preturn: We have worker stacks within 3 of squares we cannot see. This is risky - I draft a few conscripts or use units in towns far from the front lines to defend these worker stacks.

    Go through all the towns as discussed and MM based on the number of expected turns left in the game. In addition to mentioned points, I also set low shield towns to settlers (accumulated shields would reduce cost if we rush later and combat settlers allow for faster expansion) and since we have a bunch of cash, I consider rushing shield bonus buildings if they allow us to build whippets or infantry a turn faster (or in some cases where I don't want to lose many shields)

    I also spent cash on planting spies for capital locations and trying to get world maps, but only had a single success.

    I also used two Great artists on towns I felt would speed up our advance with expanded borders. I may also use them to grab squares we otherwise could not reach such as desert or mountain.

    Science to 30% still gets flight next turn after MM.

    IBT:
    Totally missed the fact that our units near Frankfort needed more defense. An attack stack is killed off, we lose a lawyer and stack of workers and Dresden was nearly taken. There simply weren't enough defenders to hold.

    1954 AD: Capture Greek city of Argos from Greece. Last city is on an island that is not easy to get to.

    From Aztecs, capture Texacoco and Tula. Capture Hlobane. Casualties amongst the 3 hp units is pretty high.

    I attack Aztec capital with stealth but it has over 20 units, so I will wait until next turn in hopes some units leave.

    Started building bombers. Air units can stop the bombardment from the ships. We have to be careful though as I think they get killed by bombardment so they need to be in nearby cities and not the bombed ones.

    1955 AD: Lose 3-4 units capturing tzintzunzen from Aztecs

    Lose nearly 30 units taking the Aztec capital tenochtitlan.

    Got a leader but saved it for after we switch govts.

    GA is over so we revolt.

    From Magreb we capture
    IBT: Fast units kill all the defenders in Hamhung and autodestroy the city. It was a recent build to push the borders forward.

    Mycenae flips back to Greece.

    1956 AD: Attacking Aztec pulls Italians into war with us.

    Capture Tlaxcala from Aztecs losing 2 tanks

    From Magreb capture Hippo.

    Regain Mycenae without loss.

    Upgraded a ton of older defenders. I want redistribute the defenders so we can use the veteran ones on the front lines.

    IBT: Attacks near Frankfort remain dangerous with speed 2 units. We lose some defenders.


    1957 AD: Use leader for 5 year plan in Capital.

    Capture Frankfort with one loss. Also capture Munich losing 2 regular whippets vs adventurer and 1 hp defender.

    We have landed next to Maldev last city, but they have a settler out in the ocean. So I don't attack the city.

    Move toward Aztec Chiconaulta by going through a mountain (have to road enemy square).

    IBT: Lose some defenders still near Germany/Frankfurt. They have Armored cars and can pick which unit to attack.

    Complete 5 year plan.

    1958 AD:
    Capture Leipzig from Germany, killing off the surviving armored cars that attacked us in the IBT. Requires use of combat settlers to get to.

    Also capture Chiconaulta without loss.

    I send some Infantry into the mountains near Berlin. This is mostly to see if Germany is still attacking every accessible unit. If they attack they will take heavy casualties - if they don't then we can move in attack units to take Berlin in two turns.

    Notes:
    African front has been stable
    LK164_AD1958a.png

    Aztecs have 3 cities left: we can see two and the last appears to be in the fog to the south.
    LK164_AD1958b.png

    For Germany we are near Berlin and should be able to attack their core. They have been annoying with their armored cars.

    Note that a big stack of Dutch slower units showed up. I killed off some of the defenders. It has rarer weaker units for lawyer bait.
    LK164_AD1958c.png

    The Persian front has been stable I did not push forward. I did road all the mountains so we can keep off Adventurers from penetrating inward via the mountains.

    LK164_AD1958d.png
    Finally, I made progress against Magreb, they have a settler way out to sea. We could let them land, try to catch up with the one boat we have, or delete the unit.

    LK164_AD1958e.png
    There is an airport on the small island and worker on the bigger one to build an airport next turn.
     

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  9. Greebley

    Greebley Deity Supporter

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    Oh I forgot to mention I put most towns on the cheap collective farm. Since we can build up shield count with more forests, it is hard to tell when the extra 25% shields is beneficial, but as the town grows it is likely that at least one turn we will get a unit one turn faster.

    A lot of core towns have barracks from the turn before. Those with less shields do not.

    There was only a turn of building units, followed by 2 anarchy, then barracks and now collective farms, so our unit count is likely lower. This should turn around in the next players turns, but things will be slower at first.

    Also forgot to mention we have one airport somewhere near the capital. I was going to send another defender to the size 2 island.
     
    Last edited: Aug 1, 2021 at 10:28 PM
  10. LKendter

    LKendter Exterminate, exterminate, exterminate!!! Supporter

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    37.1 of 58 needed for land. This still has a bit to go.

    I don’t see a lot to comment on. It has clearly hit the steamroller phase. It is just a question how many more turns are needed. I am sure I have one more set, but not sure about a second.


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    LKendter (up)
    Jersey Joe (on deck)
    Elephantium
    Greebley
     

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