Looking for people to join Monarch Trainer (I need training)

OK, I'll go for it ;)

I think it would be better if we don't post our timelines until everyone has 'got it'.

Greetz Jurimax (BTW, I do think it would be cool if someone who already finished would post the finishing date)
 
@DocT, the Inca won't bomb our city (they're still at least 4 techs away: Refining, Steel, Combustion and Flight) so this could work in our advantage.

Greetz Jurimax

I've just loaded up the save and am wondering if we'll have enough just with the Incan lands
 
@DocT, the Inca won't bomb our city (they're still at least 4 techs away: Refining, Steel, Combustion and Flight) so this could work in our advantage.

Like I said, it doesn't matter here, but is a better idea in general. And you safe the cash for the Airport.
 
And IMHO the best argument is that you can build an airfield instantlly, while the construction of an airport would be difficult because of resistance etc...

Greetz Jurimax
 
How did you do that DocT?
I started the save up and haven't moved a single unit, I just don't know where or with what unit to start.
Could you give us some pointers DocT?

Greetz Jurimax
 
Some pointer...let's see:
*Build a lot of combat Settlers.
*Land a lot of Aris and a Settler covered by an Army and some attackers. Land a Worker covered by an Army next to it. Next turn, found a city, form an Airfield, and lift in about 30 units.

Landfall.jpg


(That is "Tank Army, empty Armies, Setter, Artillery")
*Don't raze. The Incan cities are placed quite far away, you can always settle a combat town in distance 2 between them.
*Bombers and F-15 are helpful, but the real kings of the battlefield are Armies and Artillery here. Cav Armies are even better than Tank Armies due to their 4 movement.
*Don't get stuck. Always approach the next target while fighting on one theatre.
*Important: There are quite some spots to settle left on our coastline; this easily shaves off 3 turns.
*15% land in 11 turns can be easily topped when you hit the Dutch and Mayans, but I didn't feel like fiddling with the happiness troubles this would cause (due to loosing the luxury supplies).
 
Hi,

I started playing last night and played 6,5 turns, and like DocT i'm at war. Started it with an F16, and it missed everything.
I started airlifting units, and as mentioned before, I never used this tactic before so I was unpleasantly surprised that I can only airlift 1 unit per airfield. I couldn't find it in the help. That's when it became clear why there were so many airfields allready.

I'll prob have to play in short stretches as my civ-time is limited the comming days, but I should be able to post my log in a couple of days.

Update: Finished
 
I finally got a domination victory in 1625 AD that is in 25 turns.
I started with the Zulu and afterwards the Inca.

Will post log later.

Greetz Jurimax
score 5044
 
I just grabbed the save this afternoon, I plan on playing it out over the next couple of days. This is the first game where I will actually get to use the F-15!
 
I finally got around to playing this last night. I started the war on turn 5 (1525AD), and achieved Domination victory at the end of turn 16 (1580AD). I won’t post a detailed turn log here since it would be almost as epic in scope as the game itself, but here is the ‘Readers Digest’ version:

Pre-turn: Lincoln at 1500AD:
- We have a huge tech. lead over everyone and a very powerful military assembled for the coming invasion(s). We are way over our unit support limit but that’s OK because I plan on turning off research once we get Rocketry (gotta try the F-15 though).

- 30 atty. assembled = very nice :thumbsup: ; I want more bombers than just 6 (BTW, why did we build so many fighters?).

- Initial landing will be at Vilcas: it is centrally located, within range of our bombers, and is exactly 1 move away for transports coming from the coast (allows units to unload in the city and have their full move that turn).

- The plan is to take Vilcas and build an airstrip nearby to airlift the mighty American army onto the enemy continent. Investigate Vilcas, it has 3 rifles but quite a lot of culture. The Inca have a lot of Wonders in their cities, so I plan on replacing most of these with our own and rushing culture buildings (disbanding obsolete units there first). The invasion force includes a mix of inf., atty., tanks and a cav. army, along with settlers and workers (support units were about 30% of the total force).

Turns 1-4 (1505AD to 1520AD):
- Continue build-up for invasion, especially more bombers and settlers; renew lux. deal with Maya; centralize most of our transports and embark main invasion force to a point just beyond Inca borders.

Turn 5 1525AD:
- Declare war honorably vs. Inca; land our forces and bombard Vilcas.

Turn 6 1530AD:
- Take Vilcas, build airstrip; sell improvements, abandon city and replace it with our own; rush a harbor there (workers need iron for new railnet).

Turn 7 1535 AD:
- Massive airlift into the new airstrip; inf. and atty. occupy a nice spot on hilltop (and also behind a river) within bombardment range of Cuzco; rush temple in our new city.

Turns 8-10 (1540AD to 1550AD):
- All of the northern Inca cities fall to our forces; speedy tactics are enabled by the liberal use of workers to build railnet in newly captured cities, and by saving cavs and cav. armies for the later part of the turn – mobility being the key (of course, we redline defenders with atty. and/or bombers prior to any attack); 2 separate naval task forces move into position to take on the southern Inca holdings.

Turn 11 1555AD:
- Take Andahuylas (southern Inca city), but miscalculated the extent of Inca culture (when I abandoned it my settler had no place to build the replacement city). Give our northern forces a turn to rest and/or move into position for the coming campaign against the Zulu.

Turns 12-13 (1560AD to 1565AD):
- Declare war (honorably) against Zulu; all northern Zulu cities fall within 2 turns, along with 2 Zulu cities on our shared island; we also capture the Inca city Arequipa (in the south), freeing up enough space to build a replacement city and an adjacent airstrip; build-up for coming campaign against the southern Inca cities (and 1 remaining Zulu city) begins.

Turns 14-15 (1570AD to 1575AD):
- Take the remaining Inca and Zulu cities in the south; we have been rushing temples and libraries in newly created or captured cities, but still are a little shy of 66% of total landmass.

Turn 16 (1580AD):
- Declare (honorably) on Dutch; take Maastricht and Breda to get above 66%.

<Domination victory at end of turn.>

BTW, if nothing else this game confirms that the F-15 is by far the worst UU in the game. Not only does it come too late, but in my experience it was about as useful as teats on a boar! Good thing the Americans have good traits to compensate.

My thanks to all for an enjoyable and instructive game.
 
BTW, why did we build so many fighters?
For style points, exclusively ;)

BTW, if nothing else this game confirms that the F-15 is by far the worst UU in the game
No. The worst UU is the Chasqui, then the JT - both remove units I'd prefer by far. The F-15 is simply like playing without an UU.
Btw, I have seen one game where the F-15 was a killer: A Deity game with England, continents, Domination as goal, and the power leader were the US. They had insane amounts of F-15 (because it's their UU), and lots of ships, and while having about 50% of all wonders, they managed to trigger their GA with a F-15.
The problem for me was: If I bombed their coastal cities with Planes, they were shot down; if I used Ships, they only hit their Ships. Luckily, I finally managed to capture all their island holdings, and every piece of land outside their home continent; this, and 2 of their core cities razed with high casualties, was enough.
 
Well of course if you are playing the Maya or Inca you can elect to either build their UU or not, but with the Americans you rarely have the choice. I guess the F-15 could be useful if you were hard-pressed by AI bombers late in the game (and like in your game, warfare could not be avoided). That just isn't a situation that I have encountered all that often.
 
I also found the F15 utterly useless in this game. Probably if the other nations also have aircrafts they'd be more usefull.
Bigfoot said:
take Andahuylas (southern Inca city), but miscalculated the extent of Inca culture (when I abandoned it my settler had no place to build the replacement city).
You can just build in their territory, you are allready at war, so not considered rude. Or am I mistaking??
 
Michelangelo said:
You can just build in their territory, you are allready at war, so not considered rude. Or am I mistaking??

Yes, I think you are right about that. As a noob to SG play I wasn't sure when/if it is OK to build in enemy territory. I read somewhere that it is considered an exploit in certain cases.
 
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