LK60 - Slow moving civ

I forgot an important aspect: we have rop's with the AI that were arranged in a seperate deal in the same turn as the MA's, for reputation reasons. This means that we have to wait 12 more turns before we can attack another AI.

That then is a waste of military power. So totally opposed to my previous suggestion I now like to use the ROP's of the AI's and invade China. (Sorry :blush:, but the ROP's make a big difference and we have an uber-unit with the infantry army so losses will probably be low in numbers).

Another reason to act now: the AI will become stronger when time advances. When they have flight our life will be more difficult. Now we can still use the good old artillery approach.

I'm going to play this night CET time. Suggestions welcome.
 
I was about to post the same thing - that if one of the other civs reneges out of the alliances, the betrayal doesn't help us as the RoP is still there. I should've bundled those into the alliance deals. :smoke: My fault - that's what I get for playing so late at night. Sorry 'bout that.

We do have workers that you can use to build rails across AI territory for us. Helps to think ahead a turn or two and move workers onto tiles that need roads, so that more workers can move in next turn and railroad.

We've still got the game well in hand, at any rate. We can probably still finish it off before anyone gets to tanks. :goodjob:
 
IHT: I trade world map with the Mongols (they give an extra 18 gold, I denied the 3 gpt) and find that they indeed barely railed their empire.

IT: I refuse to make peace with China, who have Sanitation over us. Sumer finishes the Heroic Epic.

Turn 1 (1150 AD) Like T-Hawk suggested I start the railroad to China (our own silk route :) ). We will be able to knock on China's door next turn!!

LK60-1150ADsilkroad1.jpg


Turn 2 (1160 AD) Our troops are ready to attack Chinan (you have to start somewhere :p ).

Turn 3 (1170 AD) Artillery redlines 2 infantry and a cavalry. With only an army of infantry in close range I decide to wait a turn.

Turn 4 (1180 AD) The Chinese moved the Cavalry out of Chinan so we only needed to redline two infantry. Elite MDI kills a redlined infantry. Vet guerilla does the same. Vet infantry takes Chinan. Troops move to Hangchow.

IT: Hoover Dam completed. The spices deal with England is ended. I don't renew it.

Turn 5 (1190 AD) Artillery redlines 3 infantry. 4 infantry are needed but we take Hangchow.Without one lux and with war weariness I have to up lux to 20%.

Turn 6 (1200 AD) Army artillery pillages coal square. Hangchow is abandonned. Troops need two turns to move in the direction of Shanghai and Nanking.
We have 7000 gold and I am going to do something with it. Research to 80%. Radio is now in 12 at - 127 gpt.

Turn 7 (1210 AD) More troop movements.

Turn 8 (1220 AD) Artillery redlines three infantry, but the slow troops only now reach the city.

Turn 9 (1230 AD) Reinforcements (11 arty, 3 infantry) are sent over the silk route.
Artillery redlines the 4 infantry in Shanghai and 3 infantry and an elite MDI do the rest we take Shanghai.

Turn 10 (1240 AD) Troop movement. Ottomans now know refining. We lose a lot of money (-283 gpt). I decrease science to 60% (Radio in 10 (-140 gpt).

To make it a round number again: Turn 11 (1250 AD) Artillery redline 4 infantry in Tatung. Three infantry and an elite MDI take Tatung. Shanghai abandonned. Troops move in the direction of Beijing and now Tatung is abandonned.

The alliance ends in 4 turns. No-one betrayed us during my turns. We could just raze Beijing, get Sanitation plus a ROP and then move on (go after the Mongols, where we have more options to expand our empire).

We also could raze Beijing and then keep the rest of China as our property. Culture flips shouldn't be a big issue then.

The Chinese empire:

LK60-1250ADChina.jpg


1250 AD save

EDIT: spelling and other issues.
 
"Slow Moving Civ"? That didn't look slow to me :lol:

Hey, I might not even get another turn here. Can Lee, RJ, and Hotrod finish off domination in 30 turns (how close are we)? We should have enough artillery and infantry to split up into (at least) two offensive stacks by now after Beijing. Do we have any new armies from the Academy yet?
 
Originally posted by T-hawk
"Slow Moving Civ"? That didn't look slow to me :lol:

Hey, I might not even get another turn here. Can Lee, RJ, and Hotrod finish off domination in 30 turns (how close are we)? We should have enough artillery and infantry to split up into (at least) two offensive stacks by now after Beijing. Do we have any new armies from the Academy yet?

I agree that we are almost ready to fight a two front war, but atm "all" troops are in China. We are stronger than China, Mongols and England so it looks very much like a fast domination. Unfortunatelly no new leaders/armies. I only won 4 or 5 elite battles...
 
1250 AD (pre-turn)
At 66 shields Ur is our strongest shield city, so I switch it to military academy. There is still enough time left in the game to get and army or two from the city.
Since we are going for domination I switch Hastings to library and rush it.
(I) We get a couple of infantry up to elite on defense.
I didn't check cities close enough and Tarsus build a infantry without a barracks. :(


1255 AD
:devil2: I wonder why I want a rail-net to London?


1270 AD
The Chinese capitol of Bejing is burned to the ground. The bad news is our elite MDI simply dies. We could really use another army.


1275 AD
China is no longer a major player. After canceling all alliances I sign peace token cash. They wouldn't give up monopoly tech of Sanitation. To be honest, I don't think we even need hospitals this game. I also sign a RoP to quickly exit their territory.
(I) The Ottomans cancel our RoP. This hurts as our troops haven't gotten through their territory.


1280 AD
I declare war on England. I sign an alliance and RoP with the Ottomans vs. England. This will expire very fast. Now, why could I possibly want that to end quickly? :devil2:

I kill 3 English junk units with elites, but no leaders.
(I) I really hate a city that riots, but when you zoom to it nothing is wrong...


1285 AD
Birmingham is captured.
(I) :wallbash: Now this is something we didn't need - Mongols and Ottomans sign an MPP.
This won't last very long - The Mongols and England trade embargo us.


1290 AD
London is captured and we get this wonderful message.
LAK-374.jpg


Pile of Spices is formed.

1300 AD
I simply fortify our infantry and workers so that RJ can decide the next target.

Summary:
We want to end this during the industrial age. The way I wrote the rules we can't build mech inf due to speed 2.

I will let RJ decide between the Ottomans are Mongols next. The Ottomans are the stronger Civ to get rid off, and we can clear up our northern borders. However, the Mongols will probably fall fasters.

We now have a nice stack of spare settlers for filling in the gaps.



LKendter
Rubberjello (currently playing)
Hotrod0823 (on deck)
T-hawk
Aggie

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

http://www.civfanatics.net/uploads6/LK60-1300AD.zip
 
That is some of RJ decisions - does he risk war with both, or declare on war one, get an mpp and get the other in on our side.

IMHO I don't think we can handle both at once.
 
Got it. I'm leaning toward the MPP with Mongols route and then declaring War on the Ottomans and letting them invade for one turn to trigger the Mongol declaration on them. I would assume that we can obtain Domination if we take most of the Otto cities? I would hate to be locked into an MPP with another Civ and only have 65% of the land. :rolleyes:
 
Preturn: Sign an MPP with the Mongols straight across. Since we are committed to the Mongols for the foreseeable future, I trade them Saltpeter, Spices, Silks, and 5 gpt to the Mongols for their Wines and Furs. We may need them to combat War Weariness later on. Redistribute some Infantry to the border towns for increased defense. Declare war on the Ottomans next. Lower Lux tax to zero.

1305 (1) Ottomans attack London (1 Siphai) and losses badly. Mongols declare war on the Ottos. :lol: One of their infantry that was in our lands pillage a cow tile. Kill three Ottoman units in our territory with Elites (leaderfishing, but came up empty). Bombard and move infantry forces next to Kadesh, Tyrana, York, and Canterbury.

IT 4-5 Otto Guerrillas move out into our territory from various cities.

1310 (2) Kadesh, Tyrana, York, and Canterbury all fall with no losses after some bombardment. Kadesh and Tyrana are razed. The good English citizens in York and Canterbury welcome the slow-moving Sumerian troops as liberators. Clean up the wandering Guerillas leader fishing, and struck out again. :(
Move stacks next to Reading, Dover, and Norwich

IT Hmmm...two can play the MPP game, it seems. Ottos make peace with China. China then attacks the Mongols, requiring us to declare war against China, breaking our Peace Treaty with them and ruining our Rep. Sorry about that, everybody. That's why I usually avoid MPPs like the plague.

1315 (3) Radio comes in. I don't really know what to research next, as we don't want to accellerate the race towards Mass Production any more than possible. Decide on Espionage as the only tech that could possibly help us. Conquer and raze Norwich with 1 Inf loss. Dover is conquered with no losses. Reading is also conquered with 1 Inf loss. Move stack next to Warwick, which is the last enemy town near us. I start sending troops through Mongol territory to see where we can help them out against China and the Ottos. I soon find Otto forces near Tatu and bombard them.

IT More Siphais invade Mongolia. Mongolia and China make peace. (Gee! Great timing there guys! :P A single turn to ruin our Rep forever.

1320 (4) We get our first Generated Army and promptly fill it with Infantry. Warwick falls and is razed. Settlers are founding new cities on all razed spots. Start an invasion force against the Ottomans proper (Ulaanbaater). Bombard and Kill 4 Saphi (again, no Leaders!)

IT Our pals the Mongols do well against the Ottos, as I see them win 6 out of 7 battles. Ottos invade with 7 Saphi this turn, buypassing our invasion forces.

1325 (5) First bout of war-weariness kicks in (because of China!). A fringe, marketless city riots. Bombard and kill off the 7 Saphi, and FINALLY get a leader from an Elite Infantry (Etana) who promptly goes and makes another Infantry Army. Still approaching Ulannbaater and Salonika. Sumer switched over to the Pentagon.

IT More Saphai invasions. Mongols manage to kill some of them.

1330 (6) Bombard and kill off the Saphai and get a couple of promotions. Bombard and Raze Ulaanbaater, but our railline was blocked by the Mongols, so I couldn't get a settler there this round.

IT The usual Otto trickle invasion. A stack of Chinese Infantry come into sight.

1335 (7) Bombard and raze Salonika. Bombard and clean up the various infiltrating units. Start invading Ottoland proper. It sure would be nice if the Ottos and Mongols were more of a different color! You almost have to click on each unit to make sure it isn't the enemy!

IT Nuttin' much.

1340 (8) Uhmm....our slow-moving units are advancing, well....slowly. Clean up the usual invaders. We are getting quite a few Elite Infantry, at least!

IT The Chinese attack us, so the Mongols re-declare war on them. :D I think everyone's reputation is shot in this game!

1345 (9) Bombard and capture Tsingtao and get Copernicus's. This gives us (once the roads clear), our last luxury - Ivory.

IT

1350 (10) Bombard and raze Antayla. Some forces are approaching Adana. Healing turn otherwise. We now own 39% of the world, and have 44% of the population.

Apologies for the slow invasion of the Ottomans proper. I really dislike the "settle-temp-city-for-fast-movement-of-artillary" approach, and consider it a tad cheesy, although I fully realize that is not a popular opinion around here. :p Pentagon due in 2. Another Army due in 1.


The Save at 1350
 
I suspect the percentage of world will continue grow quickly. As we rush libraries in all those new cities...

LKendter
Rubberjello
Hotrod0823 (currently playing)
T-hawk (on deck)
Aggie

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
Bumping this one so it does get buried on page 2.
 
1350 AD (0): Everything looks good. We have a more cities to seal the deal. Hope it doesn't take the entire 10 turns but it just may given we are slow and all. War with China and Ottomans will continue. We have a few nice armies to play with so we are in good shape. 1 more comes next turn. Short rush a few infantry.

1355 AD (1): Ottomans attack Tsingtao but our army barely survives. Ur builds an army starts another. Hurry the library at Tsingtao. Moving units to attack Konya and Adana.

1360 AD (2): Bomb Konya and kill all but a redlined Siphia. Bomb redline and raze Adana for 146 gold. Move in a replacement settler to fill it next turn.

1365 AD (3): More units complete. Start more. A libray in Bilabi. Found city of Dabrum and rush a library via a worker. Bomb and raze Konya. Found Askak near the ruins start and rush a library. Moving units to take Kafa in a few turns and moving on Ankara in the West and Tientsin in China. Rush a couple markets to keep the peace at home.

1370 AD (4): Bomb and raze Ankara losing 1 infantry. Move a settler in to replace it next turn. Moving units into position to hit Kafa next turn. China wants peace and will give up cities. Not yet. Trade Electronics to the Mongols for Steel, Refining, Sanitation 550 gold, 13gpt and WM. Change all size 12 cities to Hospitals. Will help our population requirements.

1375 AD (5): Learn Espionage and start IA in Ur. Begin on Combustion. Found Kua on Ankaras ruins. Rush a library. Slowly pounding Tientsin. It takes a Army but Kafa is razed to the ground. Massive irrigation project in our core to bring up our population number.

1380 AD (6): very tempting to keep Izmit but at size 11 I fear the flip it is razed. Found the town of Marad near Izmit's ruins. Raze Tientsin and replace it with New Ur. I am not against combat settler so I build New Sumer in Ottoman territory.

1385 AD (7): :wallbash: Siphia come and kill 2 vet intfantry in Apisala and it falls. WW hits at home and a few cities without markets get one started and entertainers for now. Will move 2 stacks to attack the Ottoman captial from 2 directions. It slow going because there aren't many units for attacks. As cities get built units must stay and cover and the armies although strong are only able to attack 2 times vs. 4. Recapture Apisala and move a few more units in to cover it. Manage to bomb Istanbul's units but a big O'fer on improvements and citizens. Moiving more infantry to to attack next turn. MOving most units to the front lines to cleanup the approaching Siphai and chinese infantry.

1390 AD (8): Bomb Istanbul to size 1 and attack kiling all but 1 lonely Siphia. Was waiting to destroy the barracks but realized that he has SunzU. Killing straglers and move a mini stack into Canton territory.

1395 AD (9): WW is becoming a problem, up to 53% raise lux to 20% for now. First leader appears just as Istanbul is razed. Check that we hold it and Smiths. Move a few spare units just to make sure it remains ours. I build another army with the leader.

1400 AD (10): Mongols and ottmans make peace but I guess he forgot we have a MPP so they declare war again when the ottmans attack us. Capture Canton and positioning units to star on Edrine soon. Most of the artillery are there along with 3 armies. Another group can hit Xinjian next turn and Chengdu soon after.

Here is the save:

http://civfanatics.net/uploads6/LK60-1400AD.zip

We are at 51 / 57 !
 
LKendter
Rubberjello
Hotrod0823
T-hawk (currently playing)
Aggie (on deck) - if needed ;)
 
OK, we're at 57% of world population and 51% of land area. Meaning I need to conquer about one-third of the remaining territory to go over the top for the win. We're at peace/MPP/ROP with the Mongols, and at war with the other two civs, China and Ottomans.

On the inherited turn, I cash rush a bunch of settlers in assorted size-3 and 4 towns. No point to building more culture in any city that's already expanded borders once, as there won't be time for them to reach 100 culture.

=========

OK, us being the light turquoise color that China used to be in PTW isn't helping me here. :crazyeye:

1405 AD: Fall one attack short of being able to capture Edrine this turn. (Whoever went before me needs to learn a little bit about troop allocation. We have 70 artillery and 2 armies attacking Edrine; and 2 artillery and 7 infantry attacking Xinjian. :smoke: ) I bring more arty over to Xinjian and move infantry into position to take Beijing.

1410 AD: Bombard and capture Edrine with Bach's and Sun Tzu's. [party] Bombard and capture Beijing and Xinjian and Hangchow. Build a combat city to get access towards Chengdu and bombard it and move infantry into place.

It takes about 6-8 infantry to reliably capture a city. What I have to do is plan ahead a turn or two to have them in place at a target city when the artillery SoD is ready to bombard it.

I build cities with several of the settlers I rushed earlier, and disband a worker and rush a library in each. I expect to win in four turns when they all expand. We're at 56% of land area now.

BT, a Sipahi autorazes one of those new cities, but Ur completes the Intelligence Agency.

1415: Capture Chengdu and Tatung and Sinop; the latter gives us access this turn to bombard Iznik which is the new Ottoman capital and move infantry into position to attack it. 58% land area.

1420: Capture Iznik. With the aid of a combat settler I moved into position last turn, our armies can reach Kaifeng and Nanking which are captured. 64% land area and 64% population.

1425: Capture Yangchow. Edrine expanded borders for us so we have 2-tile access to Bursa and Aydin. Plant a spy and investigate Bursa: it has 7 defenders so we don't have enough armies to reach and capture it this turn. We do capture Aydin and bombard Bursa down to size 1 which puts us at 67% area and 68% population.

Final Save - Hit Enter to win and laugh as China lands one solitary infantry next to Ur. :lol:

lk60-win.jpg


See, Demigod wasn't so hard. :goodjob:

I'd like to point out in closing that where Hotrod got 8 cities in his 10 turns, I captured 12 cities in my 5 turns. :D :hammer: :D
 
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