LK77 - Samurai Pride, Deity variant.

Signed up:
LKendter
Kaiser_Berger
Meldor
Gozpel (currently playing)
Microbe (on deck)

Our general game plan:
1) I am treating this like AW and targeting cities 3 apart.
2) Avoid a city that sticks out, as the will trip the demand territory rule and add more wars.

The below are the variant rules.
• We must refuse all demands.
• We won't sign any RoPs.
• We must demand that Civ leave our borders except in the case of cutting a corner. Cutting a corner is when the unit is exactly one tile inside our borders. The unit must have a different square to exit out and leave our territory. If a nation enters our borders any other way we must boot them.
• We won't accept any peace treaty that requires US to pay. Note: It is fine to pay for a tech at a clear discount. It is only valid to pay for a tech if straight up peace was already offered available.
• We are not obliged to sign peace treaties.
• We may sign alliances without RoPs. However, we must still refuse to allow our allies inside our borders.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
gozpel said:
I expected to go for Hittites now and we have this:

Whattheheck.jpg


?
Buying SciMeth from them was our best choice. I would even buy Stell from them and then...

Place a city near their two infantry, I don't think they will move them. Begin booting, I am willing to bet they declare.

On top of that, they are building Hoover's Dam in a border city. If it completes before we get ToE, I would target that city in any war.

I wouldn't start trying to get them to declare until after we complete ToE and get most cities back on military.
 
I wouldn't start trying to get them to declare until after we complete ToE and get most cities back on military.
This is the key. I haven't looked at the most recent save, but I suspect a lot of cities are still finishing factories and stock exchanges.

I don't know what our artillery count is like, but without a decent amount of it fighting infantry will be brutal.
 
Pre-turn - Hire a bunch of engineers to speed up builds.

1505AD - Clean up some pollution.

1510AD - Hittites completes Hoover Dam in Tarsus!

1515AD - Start to optimizing some cities for military builds.

1520AD - Nothing.

1525AD - We build Wall Street.

1530AD - One turn left on ToE, I can buy Steel from either civ. Steal Refining from Hittites for 1340g. Then I buy Steel from them for 187gpt and silks.

Sado is founded next to the 2 hittie infantries.

Tell Aztecs to withdraw their ironclad by Kozuke.

1535AD - We complete ToE and learn Combustion and Mass Production. Hittites knows Motoraized Transportation, Aztec's don't.

Tell Hittites to leave and they obey :(

Tell Aztecs to withdraw their ironclad by Kozuke.

1540AD - Tell Aztecs to withdraw their ironclad by Kozuke. If they don't leave next turn, I fear the "or else" will happen.

1545AD - Still the same option, "withdraw your units now", that silly ironclad won't move.

1550AD - Well, that was my pretty eventless turns.

I built some more courts, markets, stock exchanges etc.

Even with the huge gpt deal, we are doing 119gpt atm.I also tried to sort out some good cities and they will build arties/infantries in 2-3 turns, but there might be some ways to improve it. I save some of that fun for microbe :)

I added a handful infantries and 10 or so artilleries to our quite meager army.

Finally the message will be remove or declare war, because of that stupid ironclad. microbe have to figure out the defense before he does it.

3 turns left on the peace treaty with Aztecs btw.

I didn't upgrade any stuff either.

Do we want to sign MPP?
 
Signed up:
LKendter (on deck)
Kaiser_Berger
Meldor
Gozpel
Microbe (currently playing)

Our general game plan:
1) I am treating this like AW and targeting cities 3 apart.
2) Avoid a city that sticks out, as the will trip the demand territory rule and add more wars.

The below are the variant rules.
• We must refuse all demands.
• We won't sign any RoPs.
• We must demand that Civ leave our borders except in the case of cutting a corner. Cutting a corner is when the unit is exactly one tile inside our borders. The unit must have a different square to exit out and leave our territory. If a nation enters our borders any other way we must boot them.
• We won't accept any peace treaty that requires US to pay. Note: It is fine to pay for a tech at a clear discount. It is only valid to pay for a tech if straight up peace was already offered available.
• We are not obliged to sign peace treaties.
• We may sign alliances without RoPs. However, we must still refuse to allow our allies inside our borders.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
preturn: as far as I can see Hitties have one rubber, which is at our border. So I wake up our settler and claim the rubber. It will be easier if Hitties can't build tanks.

LK77-1550AD.jpg


In fact Hitties have two oil which we can claim too, but it has a 3rd source, and Aztecs have its own source too, so I don't bother.

Sell WM to Aztecs for 16g.

IBT Aztecs build Universal Suffrage.

(1)1555AD: Aztecs have Motorized Transportation plus Amphibious War now. And it has an infantry fortified in our territory. :mad: We cannot make any dea. I am thinking that maybe we should have chosen Atomic Theory and Electronics..

Anyway, I ask it to leave and it agrees.

And Hitties imported rubber from Aztecs..that's probably how it got the tech. I should have tried to sign embargo against it.

I stop all courthouses build in the remote cities - it won't help the corruption anyway.

IBT Frankfurt is hit by dicease. Hitties start United Nations.

(2)1560AD: nothing to do.

(3)1565AD: clean up pollution. IBT renew peace with Aztecs.

Renew peace with Aztecs and pay ivory+silks+71gpt for Motorized Transportation. Start tanks immediately.

(4)1570AD: nothing.

(5)1575AD: nothing.

(6)1580AD: found a town to steal hittie oil, and it now has workers in our territory, but I can't ask it to leave.

(7)1585AD: ask Hitties to leave and it agrees!

I try immediate steal on Hitties and it agrees! I take Atomic Theory. Aztecs already has this tech, so no trading is possible.

We are down to 7g and making 71gpt. Losing quite some interest income.

IBT Hitties start SETI. :(

(8)1590AD: I again ask Hitties to leave and it agrees.

(9)1595AD: nothing.

(10)1600AD: nothing.

Summary: nothing but built some tanks.

Our deal with Hitties will end in 6 turns. Do not renew!
 
Hitties start United Nations.
Hitties start SETI
We are still way behind in the tech war...

====================

I try immediate steal on Hitties and it agrees! I take Atomic Theory. Aztecs already has this tech, so no trading is possible.

We are down to 7g and making 71gpt. Losing quite some interest income.
I am not sure what the rush was about to get a non-critical tech. We should be conserving cash to get that $50/turn in help.

====================

Signed up:
LKendter (currently playing) Thought he was going to get a Civ breather...
Kaiser_Berger (on deck)
Meldor
Gozpel
Microbe

Our general game plan:
1) I am treating this like AW and targeting cities 3 apart.
2) Avoid a city that sticks out, as the will trip the demand territory rule and add more wars.

The below are the variant rules.
• We must refuse all demands.
• We won't sign any RoPs.
• We must demand that Civ leave our borders except in the case of cutting a corner. Cutting a corner is when the unit is exactly one tile inside our borders. The unit must have a different square to exit out and leave our territory. If a nation enters our borders any other way we must boot them.
• We won't accept any peace treaty that requires US to pay. Note: It is fine to pay for a tech at a clear discount. It is only valid to pay for a tech if straight up peace was already offered available.
• We are not obliged to sign peace treaties.
• We may sign alliances without RoPs. However, we must still refuse to allow our allies inside our borders.

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
 
I am not sure what the rush was about to get a non-critical tech. We should be conserving cash to get that $50/turn in help.

Getting Hitties to declare. That's all I wanted to do in my turns, but failed.
 
microbe said:
Getting Hitties to declare. That's all I wanted to do in my turns, but failed.
I don't understand the rush for a war. I looked at the game as of 1550AD and we are in no shape to fight a war. Marines are in play and as of 1550AD our core coastal cities are naked - they should have 2 units each in the era of marines.
 
LKendter said:
I don't understand the rush for a war. I looked at the game as of 1550AD and we are in no shape to fight a war. Marines are in play and as of 1550AD our core coastal cities are naked - they should have 2 units each in the era of marines.
1) The Hittites are the tech leader and they need to be trimmed.
2) The Hittites had +3000g when I had the game and that would mean a generous amount for each city captured.
3) The Hittites were kind enough to build Hoover's right on our border.
4) The Hittite core is right on our border. Taking out core cities is a good thing.
5) For the variant we are playing, the Hittites are the logical choice.
6) Better now, the longer we wait, the more tanks they will have.

[Edit] We can watch the coastal cites, with rails we shouldn't have too much problem shifting units to match ships.
 
1) The Hittites are the tech leader and they need to be trimmed.
They have been trimmed big time already...

2) The Hittites had +3000g when I had the game and that would mean a generous amount for each city captured.
That money is long gone as we are only getting pocket change.

6) Better now, the longer we wait, the more tanks they will have.
What is a tank? I haven't seen any of them during the fighting.

The wait until the deals expired didn't hurt the war vs. the Hittities. IMO it helped as I finally had enough infantry to keep the cities plenty safe. The junk cities are still at risk as they are totally empty.

=============================

1600 AD
One thing I like is our cities are well optimized, and I have no reason to have our workers do anything to our core cities.


I take a quick peak over the Hittite borders and confirm that have mech infantry in place. :(

I don't understand our troop deployment at all. Cavalry / Samurai armies are offensive armies. However, they are in our front line cities as defenders. I immediately pull them all out.

I change some build orders. I would prefer an infantry in 2 turns from Kyoto, then a tank in 3 turns. With marines in play I want two infantry in each core coastal city. I put 3 in the key border cities, and have almost none left to distribute. I have very few settlers to work with. :(

Why does Tokyo and Edo have taxmen when 4 GPT can be gained by putting them to work?


1630 AD We can't afford to wait much longer to start the Hittite war. However, I don't like fighting AI with bombers when we have no air defense. After a debate I start the war and pray the Hittites don't have a large air force.

I sign an MPP with the Aztecs, and then declare war on the Hittites.

I razed Chengdu to the ground gaining 2 workers and 2 artillery pieces.

Thinking about it more I don't want to wait one turn for the Aztecs to declare war. I send the Aztecs $28/turn to start war this turn.
(IT) I am surprised at the dud of a Hittite counter-attack. 2 cruise missiles hit us, and we suffer 5 bomber attacks.

We get a double palace expansion.


1635 AD
I kill 1 infantry inside our borders.

I raze Bremen to the ground gaining $9, 5 workers, and 2 German artillery pieces. We really don't need them, but I capture 2 more workers near the city. I hope I read the map correctly and I took away the ONLY iron source for the Hittites.

New Osaka is formed to shorten our borders.
(IT) Bombers destroy the walls in Yokohama, then what sounded like 2 mech inf attack.


1640 AD
I can confirm the Hittites have at least rocketry as Tow Infantry are visible.

Lagartero is razed to the ground gaining $12 and 4 more unneeded workers. I killed 2 infantry and 2 tow infantry inside our borders. I still like having the cavalry armies since they can get back to safety when no roads are around.

Neo-Tokyo and New Edo are formed and we shorten the borders again with the Hittites.

We are now over $1000 so I can afford some upgrades without costing us interest.
(IT) I know count 7 bombers harassing us.


1645 AD
I continue the upgrade program for our muskets, cannons and buckets.

Tyrana is razed to the ground for $18, 2 artillery and an obscene 14 workers.

New Satsuma is formed and I think the Hittites have no way to get a new source of incense.
(IT) It is now up to 10 AI bombers.
We lost 1 infantry, and the AI lost 2 Tow Infantry.


1650 AD
I killed off a Mech infantry and Tow infantry that landed behind our lines.

A very aggressively place New Kagoshima is built.

I almost lost a cavalry army as it dropped to just 2 hp to kill a 3 hp Tow Infantry. I also lost several tanks during the assault on Tsingtao. The annoying city is razed to the ground for $18 and another 11 workers.

==========================

Summary:
The Hittites have turned out far weaker then I expected. All those Aztec / Hittite wars must have done more damage then I realized. We are now #1 in world area at 42%, and population at 40%. I am not too worried about the population numbers as razing these monster size 20 cities will quickly let us catch up.

I haven't gone for Tarsus and Hoover Dam as I hope to starve the city some before the assault. Several tiles have been pillaged already. I don't want to deal with 19 resisting citizens. I wouldn't argue with a few more artillery to kill some population. We are barely red-lining the troops right now.

Signed up:
LKendter (currently playing)
Kaiser_Berger
Meldor (on deck)
Gozpel
Microbe

Our general game plan:
1) I am treating this like AW and targeting cities 3 apart.
2) Avoid a city that sticks out, as the will trip the demand territory rule and add more wars.

The below are the variant rules.
• We must refuse all demands.
• We won't sign any RoPs.
• We must demand that Civ leave our borders except in the case of cutting a corner. Cutting a corner is when the unit is exactly one tile inside our borders. The unit must have a different square to exit out and leave our territory. If a nation enters our borders any other way we must boot them.
• We won't accept any peace treaty that requires US to pay. Note: It is fine to pay for a tech at a clear discount. It is only valid to pay for a tech if straight up peace was already offered available.
• We are not obliged to sign peace treaties.
• We may sign alliances without RoPs. However, we must still refuse to allow our allies inside our borders.

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

http://www.civfanatics.net/uploads8/LK77-1650AD.zip
 
Preturn- All looks good.

IT- We lose one infantry to a Mech.

T1 1665

I pillage four more tiles around Tarsus. Two evil redlined TOW eat two tanks before they die. I open up on Tarsus with a some arty. There are a lot of defenders.

IT- We get hit by bombers.

T2 1660

Our arty manages to redline everything in Tarsus, so I decide to move in for the kill, as sitting back and taking bomber hits every turn isn't accomplishing anything. We lose 4 tanks, but the city falls, and at least one aircraft with it. Well, we don't get 19 resistors...just 16 :lol:

Its quite possible that we'll lose the city on the IT, so I leave it scantly guarded. I'll be easy enough to recapture.

IT- The city stands. We only took two bomber hits this turn. I think a good chunk of their airforce burned when we took Tarsus.

We manage to quell one resistor.

T3 1665

For laughs I check the mapstat for the flip chance that Tarsus has. 11% with a required garrison of 241 units :lol:

I easily redline Hattusha. We lose a few more tanks, but the size 17 metro burns.

IT- The bombers return in force, wailing on one of our armies.

T4 1670

The Hitties appear to be pop rushing like crazy in their capital, as it went from size 31 last turn to size 27 this turn.

I collect the mother of all SoDs within range of Hattusas. Withing the next few turns, I want to bring it down.

IT- Our covering armies take a beating for bombers.

T5 1675

I swap around the wounded armies for fresh ones. I open up on Hattusas. Due to a run of horrid luck, we are not able to redline everyone. Next turn should be better.

IT- Not much. More of same.

T6 1680

This time around, the arty wipes the floor with the opposition, easily redlining all of them. Then, with the loss of only two tanks, we burn Hattusas, Knights Templar, and two bombers to the ground.

IT- Well, it finally happened. Tarsus flips.

T7 1685

Tarsus is easily recaptured. Its now only size 10.

IT- Not much

T8 1690

I reassemble our SoD and head towards the southern city of Ugarit.

IT- Aztecs and Hitties sign peace. Aztecs declare war on Hitties. Dance puppets, dance :clap:

T9 1695

Not much. There are a couple Hittie naval landings on our horizon.

IT- Not much

T10 1700

Not much new.


Summary

Our SoD is ready to strike at Ugarit next turn. Enjoy :D There is a stack of tanks by Suo to help deal with various things, and most of our arty is in the SoD, but there is some scattered about. I think we should continue the Hittite war at least until the MPP with the Aztecs is done.


The front lines

LK77-KB1700.JPG
 
:hmm: Looks like we may be able to move the front line forward again and continue to increase our territory owned. There should be plenty of settlers to do this with.

====================

Signed up:
LKendter
Kaiser_Berger
Meldor (currently playing)
Gozpel (on deck)
Microbe

Our general game plan:
1) I am treating this like AW and targeting cities 3 apart.
2) Avoid a city that sticks out, as the will trip the demand territory rule and add more wars.

The below are the variant rules.
• We must refuse all demands.
• We won't sign any RoPs.
• We must demand that Civ leave our borders except in the case of cutting a corner. Cutting a corner is when the unit is exactly one tile inside our borders. The unit must have a different square to exit out and leave our territory. If a nation enters our borders any other way we must boot them.
• We won't accept any peace treaty that requires US to pay. Note: It is fine to pay for a tech at a clear discount. It is only valid to pay for a tech if straight up peace was already offered available.
• We are not obliged to sign peace treaties.
• We may sign alliances without RoPs. However, we must still refuse to allow our allies inside our borders.

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

I don't understand our troop deployment at all. Cavalry / Samurai armies are offensive armies. However, they are in our front line cities as defenders. I immediately pull them all out.

Aren't we nitpicking now, when ever did another civ attack a fully healed army, fortified in a town, in peacetime? I yet have to see that. Plus, there were a few infantries there as well. And arties.

I didn't change much city optimization or troop placement, so compliments and complaints should both go to gozpel.

I take the blame for both.

Lee, I understand there are times when it's hard to find flaws, but as long as the stuff people do that are not gamebreaking, please lighten up. :shakehead
 
1700 AD (0)
WE have some destroyers off the coast in two places with transports. I have no indication in th logs (maybe I missed it) so I don't know if they are coming or going. I move some infantry in the coastal cities in their range. Don't want any marine assualts in un occupied cities. Wake a settler up and get it ready to found a city near Tarsus next turn. We are at 44% land 50% population.
(I) One of the transports drop off an TOW and a Mech near empty Copan. We lose a tank to counters but they lose one TOW. We bombed here and there. An aircraft carrier and several BBs are making there way up the coast. I was hoping they would port in Ugarit, but they moved on.

1705 AD (1)
I gather what arty I can and pund the Mech and TOW. I then use a single tank to take out hte 3HP TOW and 3HP elite Mech, on a hill, both ways, while going elite and not taking a single point of damage. We then bomb Ugarit down to 6 and redline all the defenders (3 Mechs, 2 TOWs). We still lose three tanks razing the city and the Great Lighthouse. We then use some extra arty to pound the two BBs and Carrier down to 1 HP each. I swap Tokoyo to a BB and rush it. Next time I get to redline these guys, I would like a shot at killing them. I found three cities to cover the newly enclaimed area and move in some defenders. I move the remaining arty and some cover in range of Ankuwa. This is the last city with culture pressure on Tarsus. I then kill off a stray TOW, that took our exposed tank last turn.
(I)They bomb our stack and hurt the amry and infantry leaving a tank on top. They attack the tank with a TOW and lose. The BBs and Carrier turn tail and run. I watch the Aztecs take out one of th e Destroyers escorting a trnasport.

1710 AD (2)
We have enough money so I steal flight from the Aztecs. I cahnge Nagoya and Nara to airports so we can start building some planes. Our BB start heading for the transports. I pound them but don't want to waste too many arty on them trying to sink them. I will let the Aztecs and our BBs do that. I move the rest of the arty in place to bombard Ankuwa. The ones in place last turn don't do so well as they only take 1HP off the top defender. Move a couple more settlers in place to claim some some Hittite land.
(I) The Hittites land a single reg TOW. They assualt our settler escorts, ubt they lose two TOWs and we only lose one infantry. The Aztecs take out one of the destroyer escorts.

1715 AD (3)
We pound the TOW and then our elite tank takes it out. We then pound Ankuwa and capture it long enough to bring a settler up. We kill 4 Mechs and 2 TOWs, capture 2 arty with the lose of only 1 tank. I abandon Ankuwa and Newtons's and found a city in its place. It is one of 5 new cities founded this turn. BTW, we also took out several bombers at Ankuwa.
(I)We loe one infantry to a counter. Watch the Aztecs sink another 1hp destoryer for us.

1720 AD (4)
We pound the defneder in both Shanghai and Kadesh. Two of our arime go down to 2 and 3 HP each taking out 1HP Mechs but we capture the city and bring up a settler. They lost 4 Mech a TOW and 1 bomber, we lost nothing and captured 1 arty. At Kadesh, our army does better, taking out the three 1hp Mechs and elite Tanks take out the 2 TOWs. We capture the city and bring up a settler. We then bombard Harran, but can't completely red-line the defenders. Teh RnG gets ugly and we lose 5 tanks to 3 Mechs and 2 TOWs but we get those BBs and that Carrier. Clean up some pollution, found another city. We should be able to finish with th eHittites in the next turn or so. We have two turns of MPP left and I want to make peace before they are destroyed.
(I) The lose a tank to counters and they loe a TOW. The Aztecs take the last Hittite city on the pennisula. That is unfortunate as I don't want to leave the Hittites a city on the main land mass. That may have spelled the doom of the Hittites. With only 3 cities left, they start building the UN. We get our first bomber.

1725 AD (5)
We bombard Tatung and capture it long enough to bring up a settler. They lose 3 Mechs and 2 TOW. Beijing is next and we take it long enough to bring up a settler. I pound Nanking but I do not try to take the city., Is it worth leaving them with one city to get a free tech? I will think about it. Mean time I found two more cities. I swap some if the cities that I founded earlier to temples and rush them to speed up land gains.
(I)WE lose an elite tank on a hill with 4hp to a 2hp mech. The Aztecs move 9 Tanks in range of Nanking.

1730 AD (6)
I cancel the MPP with the Aztecs. I then bombard the dickens out of Nanking. We leave all the defenders at 1hp and the city size at 5. As there are no wonders in the city, it won't hurt to let the Aztecs have it. I finally get a GL attacking a stray TOW. I kill off the mech that beat our tank and it is time for peace. We get AmphibWar, Electronics, Nationalism, and Sanitation for 422gpt and 1014g. Unfortunately we can'trade them back for the gold, but that is just as well. We are now working on computers. I would have gone for espionage, but with only one AI left, who cares.
(I) Oh darn, the Aztecs destroy the Hittites, guess that means we won't have to finish paying them off... The Aztecs start Seti.

1735 AD (7)
Alright, now it gets boring as we have 6 more turns of peace with the Aztecs. I stack all of the arty, tanks and armies int piles. I rush a couple more temples on the border. We have 7 armies, including our new tank army, 28 tanks, and 81 arty. I have 3 infantry in each border town or any town that could be reach by a tank in the first tank. I will save up money now to get a steal of computers before we start attcking the Aztecs.
(I)

1740 AD (8)
No much happening.
(I) Nada.

1745 AD (9)
Stack up more units and lots of worker movement.
(I)Nada

1750 AD (10)
Ok, I leave you with the armies, 35 tanks, and 83 arty. There are lots of Infantry in the border cities to move up and protect things. New Ise has our 5 bombers in it. And there is a big ole stack of settlers.

We are now at 57% land and 60% population. Picked up 13% land and 50% population.
We have enough money for an immediate steal and still maintain 1000g.
Have fun, this one shouldn't get back to me...heck it should go another 20 turns.
 
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