LK99, RaR - 5CCC+, Deity

I decided not to start/play this tonight. I am tired and it seems to be affecting my play. I suspect this game will take a lot of concentration.

I plan to play tomorrow.

[Edit: Actually that is not entirely accurate - I did start and got as far as discovering Panzers in a German City. They are attack 22 vs our machine gun defense of 8 I think it is and speed 4 Defense is 14. No wonder India and Russia are folding. Essentially we will lose all defensive battles.

I must admit I am very tempted to switch away from wall street to the Mil Academy to start pumping out Armies. I think that more important than the extra gold (at least until we get several armies).
 
There isn't much in the way of armies to pump out. We already have 2 of them. We can only build another 2. The real benefit would be the excuse to build the pentagon and get a third unit and each army. I think Panzers will ignore a 3-unit army. What is scary is just how far ahead of the pack is Germany for tech? They really need to be taken down a notch a lot more then the Zulu.

I agree Wall Street isn't as important in RaR. The Central Bank took over the interest function. For us Wall Street is 50% tax boast, and another 50% tax boast with from the Brokerage Firm. The problem with building the armies from the capitol is that we also delaying starting the big revenue help of Sprit of St. Louis when we steal the needed tech. In this game the capitol is pretty much all of our revenue.
 
It won't delay it that much and I think we need the Armies. We have no defense against the panzers. I am guessing we are going to lose the entire stack in northern France with the cannon and workers. I am going to try to retreat, but I may be disbanding the units if I don't make it.

The other nasty part about the panzers is the hit points. I think they have 10 as vets or something like that. They may be very willing to attack and kill our 2 unit armies.

I plan to make the switch. The armies are built in 2 turns so we can have 4 in 5 turns. We then need pentagon and more tanks. Other towns will help with that.

I am guessing that there is only a small amount of time before India is gone and Germany throws everything at us. To even have a chance we need to concentrate on Military We may lose this game even with doing this.
 
Preturn: Minor tweeks.

IBT:

1455 AD:
I steal Aviation from Germany and trade it for Submarine Warfare and a minor tech from Zulu and India. I could have also gotten emancipation for free, but I didn't see a reason to do so.

On the second steal our spy is caught.

Start to move my units toward Germany. I discover they have Panzers already and they are nasty! In fact they may kill the Army. Not sure.
Not going to play tonight. This looks like it is going to take a lot of concentration which I don't have right now.

When I start playing again I switch to Mil Academy. If our army is killed we will have to wait for 2 leaders to get Pentagon. I don't think I will be able to do anything with stacks not defended by Armies.

IBT: Fortunately our Army is not attacked. Germany attacks our stack in NE France and kills all 7-8 Rifles without loss. The only reason the stack lives is because he only attacked once and then retreated without attacking a second time. I am guessing they don't have blitz?. Otherwise he could have slaughtered the entire stack.

1460 AD: Disband all the Cannon and Workers in the Dead stack. The Cavalry try to flee. I don't think they will make it but there might be a chance.
Buy Wine for 7 gpt.

IBT: The Cavalry are easily slaughtered by the Panzers.

1465 AD: Plant a spy with Germany. I can now see he has 39 Panzers.
We steal Total Warfare

IBT: Looks like Zulu is going to get the Oil first.

1470 AD: We build the 3rd Army. Switch our other town (Teot.) to Pentagon next turn.
We steal Totalitarianism. Sell Total War to both the Zulu and India and then gift them Totalatairanism. So No League for them. Russia is still far behind so I leave her be.

India is down to one town.

1475 AD: Next turn we will have 3 units in our 3 armies.

IBT: The Zulu towns between us and the Germans all fall. India is destroyed.

1480 AD: We Raze New Badepi and Raze New Hloblane (Two towns captured last IBT from Zulu). Kill about 6 Panzers.

Try to steal a tech but fail without getting caught. Note that we need 3 techs to get better tanks. [Up to town 9]

1485 AD: We Mobilize. Nothing is as important as not losing the game due to a German Victory. Our income is sufficient for the moment. It is a judgement call, but the possibility exists that when the troops from India come at us, we could need it. Mobilizing will assure we don't lose via domination.

1490 AD: We Raze Adana [1/10]

1495 AD: We Raze Kursk and Build Malinalco [2/10]

1500 AD: Kill some Invaders.

Notes:
Casualties have been fairly high but things seem better now. Including that big stack that got bushwacked in Frances NE, I would say 30-40 units lost. We had to defend certain places simply by putting in more units than German tanks in the area . Fortunately, those cases weren't too common as Cavalry defending against tanks didn't do well for us. We have 4 armies however. and are making 4 1/2 MKIV a turn. We are 3 techs from better tanks.

German Panzer numbers are down to 22. Almost half of what they had at the start.

Since the oil was taken (well pretty much taken), I built town 9 on the way toward Germany. We have 3 workers in the town and 2 more on their way for the double border expansion. The double border expansion will close off the gap and make sure no german units can get past without our knowing.

We should be rich enough to try a tech steal next turn.

Silk town is starving so it can build 1 MKIV a turn. It can keep this up about 10 more turns.

Zulu got Quantum physics. This is good. We can steal Geurilla Warfare and trade it for Q Physics to make it into the Modern era. This means only 2 more steals for attack 20 tanks (and only speed 3). We may want to consider disbanding one or two of the MKIV armies when that happens to get Better armies.

You don't have to let the Jeeps finish if you don't want. They are just very good for dashing in to take out resources.

LK99_AD1500.JPG
 
We have 3 workers in the town and 2 more on their way for the double border expansion. The double border expansion will close off the gap and make sure no German units can get past without our knowing.
I hate to lose the labor, but in this case I agree.


We have 4 armies however, and are making 4 1/2 MKIV a turn. We are 3 techs from better tanks.
Have we done anything with rebuilding some bombard units? With our small size we really need to minimize losses.



Signed up:
LKendter (on deck)
Greebley
Microbe (currently playing)
Sanabas (indefinite skip) I am still waiting for a back playing notice.
ThERat (skip May 5 to May 22) Will he be back before Sanabas?

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #9: 7
Credit toward city #9: New Bapedi and New Hlobane
Final credit toward city #9: 9 - We may build city #9. It was built as Malinalco.
Credit toward city #10: Adana and Kursk.
Final credit toward city #10: 2


We may initially build a maximum of 5 cities. After that the plus rules take effect.
We must count the number of cities we raze. When the number of razed cities exceeded the number of cities we have we may build another city. After that the razed city count resets to zero.
For example:
We razed 6 cities. We build out 6th city. We must then raze another 7 cities (total of 13) for the right to build the 7th city.
NOTE: We can't capture cities! All cities must be native built.
Our city count can't ever exceed the amount allowed for even a millisecond.
The right to the number of cities is never reduced. If we lose city #7, we can rebuild city #7. Remember - we can't capture cities including our own if lost.
 
We upgraded all our Cannon. That is why we haven't bought tech recently (the ones to the south). 2 towns have been building artillery as well. So we do not have a good artillery force yet, but it is growing. 10 or 11 total I think.

I also built 3-4 native workers to make up for the losses in foreign ones that didn't make it home as well as those 5. The good part is that our Peninsula is almost completely improved around the cities. There is some more tweaks of turning Grasslands into Forest when cities stop growing.

I also got sewers into the final two cities on the Peninsula before mobilizing.

I see us mostly using armies to advance keeping on over the Artillery and other MKIV units as well as attacking. I think Microble will be able to make good progress against Germany. When we get to town 10 and can have another army we may even be able to consider a 2 front war and go against the Zulu to grab the oil. for our 10th town. Obviously we will have to see where we are at that point - If we have the bigger tanks by then it will be a definite possibility.

The other advantage to a war with Zulu is that we could simply drive them back a bit and make peace getting us out of mobilization. If we can fight both then we are strong enough to go back to improvements.

--------------------------------------------

Doc,
Ya they would be insane if they had blitz. I don't think they are overpowered as is though. You have to wait for the modern era to get them when many games are decided already. Also attack 20 to 22 is less of an increase than attack 5 to 6 (20 to 24 is equivalent). There main benefit (a good one) is the extra speed.
 
Greebley said:
Doc,
Ya they would be insane if they had blitz. I don't think they are overpowered as is though. You have to wait for the modern era to get them when many games are decided already. Also attack 20 to 22 is less of an increase than attack 5 to 6 (20 to 24 is equivalent). There main benefit (a good one) is the extra speed.

Well could you imagine a speed 5 army in human hands with attack factor of over 20 before the army bonus!
 
preturn: we are mobolized so no happiness buildings, and I don't like paying 20% lux. I trade silks to Zulu for 2 luxes plus 44g. so I hire two specialists and lower it to 10.

We are building regular Jeeps. Switch to arti.

We are building MKIVs fast. Germany has just 22 panzers, not that scary.

1505AD: kill two panzers. See a German AV7.

Sacrifice a worker in Malinalco.

Fail to immediate steal and we lose our spy.

IBT Zulu cavs bravely take out the AV7, but are slaughtered by panzers.

1510AD: Kill 4 panzers. IBT Lose one MKIV.

Replant spy on Germany. Only 17 panzers. Seems it's no longer building them. Instead, I see some new units called Commando.

IBT we lose 3 MKIVs to panzers.

1515AD: raze Maikop.

Germany is in anarchy. I immediately steal Guerrilla Warfare, but have to pay 104gpt for Quantum Physics. I sell the tech to Zulu for 592g+50gpt instead (full price). I then immediately steal Quantum Physics from Germany again.

Germany is up Amphibious Warfare, Mechanized Warfare and Pesticides.

Kill 4 exposes panzers.

Armies kill 2 panzers and raze Sevastopol. There is oil underneath so I create a colony.

Germany has only 6 panzers now. :)

We do not have Uranium.

1520AD: Germany is in Facism. Set a scientist on Fission.

Kill 4 panzers. Only 2 left.

German towns at the backline just have jeep as the defender. This is good news.

IBT many Zulu cavalry show up. Good. See the last two panzers.

1525AD: Germany built another panzer, and we kill all of them.

Raze St. Petersburg.

Immediately steal Mechinized Warfare and we can build armors!

Upgrade 3 MKIVs by 360g. Quite expensive.

Capital can't build armor every turn. Set to Motorized Infantry for now.

Raze Moscow which is only defended by a jeep. :smoke: There goes Knights Templar too.

IBT some cavalry-commando fighting b/t the AI. We end the oil, gold and incense deal.

1530AD: create coal colony and cancel coal deal with Zulu.

There is no immediate need to steal, so I use the gold to upgrade a bunch of armors.

Russia is in anarchy too.

IBT Zulu and Germany sign peace. Zulu starts Wonderland.

1535AD: Germany has Fission.

I drag Zulu back to war with 26gpt.

LK99-1535AD.jpg


We get a leader. I disband a MKLV army and create an armor army.

Raze Yakutsk.

Germany has two panzers again.

1540AD: Raze Sverdlovsk. Raze Odessa. One more to go.

1545AD: Raze novgorod. We can found another town.

Immediately steal Fission from Germany.

Raze Tiblisi.

1550AD: a scientist caused Atzcapotzalco to riot..

Kill panzer and jeep and raze Rostov. This causes our MKIV army to be stuck in the unroaded jungle.

Raze Bonn.

Upgrade some artillery.

I found tula and sacrifice a worker to pull in the furs. We are on our edge of riots. It also gets a source of Uranium. The town is far from other cities but connected by railroad. Our next city could connect them together to secure the oil.

I've almost exclusively been using workers to rail to the front. Our progress is limited by the speed of roading.

We are making +920gpt and can steal every 1.5 turns. We are only down Germany Amphibious Warfare (useless) and Pesticides (Modern Farms). We are in mobolization, so we can't build anything. If we want to get out of it, we can declare on Russia and then make peace.

Germany has almost no counter. We are mainly fighting Commando (exposed attacker) and Jeeps (defender).

I'm also not worried about anyone building UN. If we keep Zulu and Germany at war no one will win the election.

We can build another army now.
 

Attachments

Signed up:
LKendter (currently playing)
Greebley (on deck)
Microbe
Sanabas (indefinite skip) I am still waiting for a back playing notice.
ThERat (skip May 5 to May 22) Will he be back before Sanabas?

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #10: 2
Credit toward city #10: Maikop, Sevastopol, St. Petersburg, Moscow, Yakutsk, Sverdlovsk, Odessa, and Novgorod.
Final credit toward city #10: 10, we can build another city. This was used to build Tula.
Credit toward city #11: Tbilisi, Rostov, and Bonn.
Final credit toward city #11: 3


We may initially build a maximum of 5 cities. After that the plus rules take effect.
We must count the number of cities we raze. When the number of razed cities exceeded the number of cities we have we may build another city. After that the razed city count resets to zero.
For example:
We razed 6 cities. We build out 6th city. We must then raze another 7 cities (total of 13) for the right to build the 7th city.
NOTE: We can't capture cities! All cities must be native built.
Our city count can't ever exceed the amount allowed for even a millisecond.
The right to the number of cities is never reduced. If we lose city #7, we can rebuild city #7. Remember - we can't capture cities including our own if lost.
 
great progress guys. this looks really promising. any thoughts on victory condition? are we going for space or for conquest?
 
http://www.civfanatics.net/uploads9/LK99-1600AD.zip


1550 AD
One problem is to many units on rail-net watch. I don't see any way to reduce this without having the Zulu screw up our access. The other problem is I hate being stuck in mobilization the limited build choices. I don't feel we can afford a distraction with the Russians at this time, so I am stuck with mobilization. Rubber Town and the other new ones need buildings.


1555 AD
Our armor army escaped the jungle because Russian booted us out. ;)

Most of the cash above $1000 is used to upgrade artillery and workers.

I recall our labor to clear pollution from a mountain and to fix cities that are growing pollution causing specialist.


1560 AD
I continue to find workers that need to be upgraded.

I razed Bengal and Germany as lost the super growth wonder of Emancipation Proclamation. We gain 3 more workers.
(IT) :confused: I am no idea why Zulu are complaining about us being in there territory for an auto-boot.


1565 AD
I am simply railing toward the next city.


1570 AD
The picture says it all.

LAK-805.jpg



I razed Madras. There goes Universal Suffrage.
When I notice Delhi's best defender is a jeep I don't even bother waiting for the artillery and rail-net. It turns out to be exactly ONE jeep. I razed Delhi. The Temple of Zeus is gone.


1575 AD
I razed Indus with just one jeep as a defender.
I razed Lahore and destroyed some annoying blimps.


1580 AD
The picture says it all.

LAK-806.jpg


I disband a MKIV army in favor of an armor army. I don't think it really matters as most armies are protecting the forward stacks. I guess killing commandos gave us something of value. Since commandos have ZOC I can't leave them alive along next to our rail-net.
I razed Karachi destroying Taj Mahal. So much for Germany having double strength temples. It had those annoying Panzers as part of the defense.

I changed my mind on Russia and getting out of Mobilization.
Lack of units isn't the problem. It is lack of rails to get to the front. We only can protect so many stacks with armies.
(IT) Germany starts the UN. Thank you for wasting shields. The odds of winning a vote are ZERO.


1585 AD
Kiev is more effective then the entire German army. We actually lost an armor attacking it. I have waste an army to kill 1 cannon, as I have no other 4-move units. Kiev is razed. After doing this I realized I forgot about motorized infantry being move 4.

Minsk is razed , but the armor lost a lot of HP.
Chittagong is razed with a Panzer as the top defender again.

I create an incense colony so that we can build a lot of the needed happy buildings after the Russians are gone.

Newly formed Magnitogorsk is auto-razed. We have enough credits to build city #11.
Now I have to hope that Zulu settler doesn't build a city right where it is. I would like that spot to better secure our oil.
(IT) We lost an armor to a German panzer.


1590 AD
The Zulu did drop a city right where I feared. I sign a RoP with then rather then have to lay down multiple new railroad tiles.

Uralsk is auto-razed. Krasnoyarsk is razed. Kharkov is razed.


1595 AD
Vladivostok is razed.

LAK-807.jpg



It seems weird to pass up a good revenue enhancing wonder. However, at this point I don't think Spirit of St. Louis is worth the bother. I would rather build 8 machine gunners to guard the rail-net and free up some armor. On the other hand I feel 5 turns for East India Company is worth it for the happiness help.

This gives you an idea how much of a pain the rail-net situation is. Tlacopan already has a specialist and badly needs some forest placed. I haven't even had the free labor to do this despite all the new labor I added during my turn.

Dacca is razed.
Dijon is razed and some annoying German blimps are destroyed.
(IT) I don't think our corruption is that bad. However, I will build the winter palace in Teot since it will only take 1 turn.


1600 AD
New Bombay is razed.



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

Summary:
Don't leave any of the railnet open or the Zulu will step on it and screw things up.

I leave the 11th settler on standby near the capitol. I don't see a clear use for the city at this time and want to keep our options open.

I accomplished my goal as most of former India is destroyed. I would NOT renew the alliance with Zululand. I am starting to feel they are now the bigger threat. Please don't make any new deals with them.



Signed up:
LKendter
Greebley (currently playing)
Microbe (on deck)
Sanabas (indefinite skip) I am still waiting for a back playing notice.
ThERat (skip May 5 to May 22) Will he be back before Sanabas?

Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Previous players credit toward city #11: 3
Credit toward city #11: Bengal, Madras, Indus, Lahore, Kiev, Minsk, Chittagong, and Magnitogorsk.
Final credit toward city #11: 11 - we can build city #11.
Credit toward city #12: Uralsk, Krasnoyarsk, Kharkov, Vladivostok, Dacca, Dijon, and New Bombay.
Final credit toward city #12: 7


We may initially build a maximum of 5 cities. After that the plus rules take effect.
We must count the number of cities we raze. When the number of razed cities exceeded the number of cities we have we may build another city. After that the razed city count resets to zero.
For example:
We razed 6 cities. We build out 6th city. We must then raze another 7 cities (total of 13) for the right to build the 7th city.
NOTE: We can't capture cities! All cities must be native built.
Our city count can't ever exceed the amount allowed for even a millisecond.
The right to the number of cities is never reduced. If we lose city #7, we can rebuild city #7. Remember - we can't capture cities including our own if lost.
 
This is the latest mini-map. Notice the nice block of empty territory.

LAK-808.jpg
 
Excellent progress. I was thinking that the new German cities would all be lightly guarded once the Panzer threat ended. We didn't give them a chance to establish themselves.

I got it. I will look at whether war with the Zulu makes sense soon. [Germany still looks large enough to keep me busy. It depends on how many units we have I guess].
 
I got it. I will look at whether war with the Zulu makes sense soon.
Most of your turn will be waiting for the Zululand deal's to end. I started the process going.
 
How about claiming the oil in the east, since Zulu put one close to the oil colony (where I thought we could settle to connect our territory)?

I would go straight to Germany's core and raze it's first ring (if not capital), to give maximum hurt in the minumum time, then turn to Zulu. Should we sign peace with Germany and MA?
 
microbe said:
Should we sign peace with Germany and MA?

When the deals with the Zulu are done, and the timing feels right - YES.
 
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