LK99, RaR - 5CCC+, Deity

microbe said:
By the way, you seem to have short-counted 2 razes. You razed 17 cities, and the credit was 11:3 at the end of my turns, so it should be 12:9 now.


I agree - I found 2 cities that didn't get to the list.



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, Delhi, Indus, Lahore, Kiev, Minsk, and Magnitogorsk.
Final credit toward city #11: 11 - we can build city #11.
Credit toward city #12: Chittagong, Karachi, Uralsk, Krasnoyarsk, Kharkov, Vladivostok, Dacca, Dijon, and New Bombay.
Final credit toward city #12: 9


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.
 
Preturn: Check things out. For the heck of it I decide to build the FP as well. Might as well get that corruption down in the new cities. Battlefield Med too.

Looks like the preparation for the next attack was left to me. Wake up the heavy Artillery, Armor, and Armies to line up the attacks on Konigsburg, Jaiper, and Bombay.

I secure the eastern and northern border so the only unit that can get out units that don't need roads.

IBT: A Panzer attacks an Armor I put on the mountain and our Armor is killed (we both went to 1 hp).

1605 AD:
Attack and Raze Jaipur
Attack and Raze Bombay
Attack and Raze Konigsburg This takes out a German oil. Two more to go. (10/12)
Line up attacks on 2 more German towns.

IBT: Watch a few commandos flit about.

1610 AD: Interesting. We get our free Army (Mil Acad builds one every 30 turns) even without the city support.
Grab amphibious Warfare. We have that island to cleanse and we have lots of cash.

Attack and Raze Liepzig We get 16! workers. That is very useful. Takes out 2 of three oils
Attack and Raze Nuremburg Final oil is Pillaged.
We can now build City 12.

Build Tamuin (City 11)
It is placed to help with a Zulu assault. I think We will be attacking within a turn or two. It will free up the units on the rails and we are also short on targets with Germany offering little resistance.

1615 AD: We get a Leader Um... SP in Malinalco I guess. Army doesn't work until we have 12 towns.

Attack and Raze Berlin
Attack and Raze Hannover
Attack and Raze Heidelburg (3/13)

Got a second Leader. I will rush a factory in Malinalco (turn it into a real city).

My plan is to attack in Zulu in 1625 (so units heal in 1620)

1620 AD:
Attack and Raze Frankfurt
Attack and Raze Stuttgart (5/13)

Build Teaya (City 12)

IBT: Get an Army from Pentagon as well (army 7).

1625 AD: Time to declare on the Zulu and start clearing them out... Here goes.
We have some deals with the Zulu, but it won't matter. The rest of the game will essentially be AW. I remove units from Zulu lands before attacking.

Zulu War: Hunt down the MKIV in the empty lands.
Attack and Raze Punjab
Attack and Raze New Zwazi
Attack and Raze New Tugela
Attack and Raze New Zimbabwe
Attack and Raze Rouen
Attack and Raze New Ngome
Attack and Raze Itombe
Attack and Raze New Islandlwana (13/13)

Glad we are not going for domination :D :crazyeye: :suicide:

I think I will save town 13 for the choke to cut off the zulu.

1630 AD:
Attack and Raze New Ulundi
Attack and Raze New Badepi
Attack and Raze Zunguin (3/14)

1635 AD:
Attack and Raze Nottingham
Attack and Raze Umfolozi
Attack and Raze Coventry
Attack and Raze New Mpondo (7/14)

1640 AD:
Build Cempoala (City 13)
This cuts off the Zulu Peninsula

Attack and Raze London
Attack and Raze York
Attack and Raze Amatikulu
Attack and Raze New Hloblane
Attack and Raze Ibabanago (11/14)

1645 AD:
Attack and Raze Isipezi
Attack and Raze Mpondo (13/14)
We get a leader.

1650 AD:
Attack and Raze Newcastle We can build town 14!
Attack and Raze Oxford
Attack and Raze Ngome
Attack and Raze Swazi (3/15)

We land some units on the small island

Notes:
The Zulu turned out easier to get to so I ended up going for them for the latter part. I originally planned to stop at the choke to go back against Germany, but instead continued on with the Zulu

Attacks were rare provided defenses were good. Microbe should have no trouble finishing this game up.

There are 5 workers fortified to be used for a double border expansion when we build city 14. We gained large number of workers (about 100?) so I felt we could use some of them for lesser things like culture and outposts. If you would rather upgrade them then go ahead.

The fact the island landing units are not at full health was a goof on my part.

Zulu
LK99_AD1650.JPG


Germany (including island as insert):
LK99_AD1650a.JPG
 
We have some deals with the Zulu, but it won't matter. The rest of the game will essentially be AW.
This violated the LK house rule with respecting trade deals. Not to mention to respect our rep even if it doesn't matter much at this point.

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 #12: 9
Credit toward city #12: Jaipur, Bombay and Konigsberg. We may now build city #12. It was built as Teayo.
Credit toward city #13: Leipzig, Nuremburg, Berlin, Hannover, Heidelburg, Frankfurt, Stuttgart, Punjab, New Swazi, New Tugela, New Zimbabwe, Rouen, and New Ngome. We may now build city #13. It was built at Cempoala.
Credit toward city #14: Intombe, New Isandhlwana, New Ulundi, New Bapedi, Zunguin, Nottingham, Umfolozi, Coventry, New Mpondo, London, York, Amatikulu, New Hlobane, and Ibabanago. We may now build city #14.
Credit toward city #15: 6: Isipezi, Mpondo, Oxford, Newcastle, Ngome, and Swazi.
Final credit toward city #15: 6


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.
 
preturn: we are the largest nation. :lol:

1655AD: the leader has no use. I rush factory in Rubber Town.

Germany:
Raze New Leipzig. Create an airfield on the island.
Raze Salzburg. Germany has no rubber now.
Raze Ken and gain 9 workers.

Zulu:
Raze Hlobane and gain 6 workers.
Raze Intombe.
Raze Isandhlwana.
Raze Bapedi.

1660AD:

Zulu:
there are 8 defenders, but we raze Zimbabwe together with the Sun Tzu and get a leader. We get 12 workers. The leader rushes coal plant in Canal City.
Kill 4 cannons and raze Tugela. Get a leader and rush coal plant in Tlacopan. Create a silver colony.

For fun I plant a spy in Zulu.

Germany:
Raze New Hamburg and the island is clear.
Raze Hamburg with Clausewitz's On War. We can build city 15.

Found Chalco and sacrifice worker.

This allows us to raze Machen.

Raze Dortmunds.
Raze Astrakhan.

IBT Germany and Zulu sign peace.

1665AD:

Zulu:
Raze Umtata.
Raze Ulundi and Zulu is destroyed.

Germany:
Raze Brandenburg.

Found Tlalmanalco inside German territory to get to its remaining cities.

Autoraze Riga.
Raze Bremen.
Raze New Berlin and Germany is destroyed.

LK99-1665AD.jpg


LK99-1665AD-win.jpg
 

Attachments

This game shows several balance issues with RaR.

1. Stealing is a bit too cheap. In the late game we are making ~900gpt, and an immediate steal only takes a bit more than 1200g. This allows us to quickly catch up.
2. AI doesn't build the best units. They use jeeps as defenders. It might be that tanks are too expensive, but it just shows how much AI production sucks.

I like the 5CCC+ concept though.
 
LKendter said:
This violated the LK house rule with respecting trade deals. Not to mention to respect our rep even if it doesn't matter much at this point.

Ok, got it. I was treating them more as guidelines - ignorable when they are just delaying the game.

Do we follow the house rules even if they mean losing the game? For example, if we had a deal and couldn't attack a civ that was going to launch?
 
For example, if we had a deal and couldn't attack a civ that was going to launch?
IMO we screwed up big timed if we are still trading with that civ. This situation should never be an issue.


For a game that looks so rough for awhile, it was a blowout at the end.
 
wow, the final part was pretty fast. as LK said already, it wasn't always such an easy ride...but it seems to me that the late game is handled even worse than plain C3C by the AI. too many choices and too many units, unfortunately they aren't a real competitor at that stage...

congrats to the Team and sorry for not being able to join the latter part making this a 3 member team...
 
microbe said:
This game shows several balance issues with RaR.

1. Stealing is a bit too cheap. In the late game we are making ~900gpt, and an immediate steal only takes a bit more than 1200g. This allows us to quickly catch up.
2. AI doesn't build the best units. They use jeeps as defenders. It might be that tanks are too expensive, but it just shows how much AI production sucks.

I like the 5CCC+ concept though.

Agree on 1); unfortunately, that is nothing we can affect.
2) is a bit more difficult. That way, they do get more defenders in their weaker cities. But, they also defend their core with weak units.
And, if that Explorer line doesn't have the 'Defence' strategy, they won't use them for pillagin (and the AI does a pretty good job here). In fact, they wouldn't build them at all; and they are useful...forcing the player to protect cities and Workers.

Not really decided about them.

And, there's always the general balance theme:
Once a player (human or AI) really gets the upperhand, it shouldn't take 50+ turns to mop up.
 
I thought the jeeps ok. Some were used for defense true, but it wasn't too bad.

The fact that they completely switched from Panzers to Commandos though was really silly. They almost completely stopped building tanks for a unit that could move 2 squares a turn a poor attack and poor defense. They were easy pickings.
 
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