LotR6 - Progressive Paranoia

Played the first two turns last night and will try to finish up tonight. Some fun - Arathorn, you spoil me.

I've secured our peninsula (I did leave a little path so the Aztecs and Japan can move troops into our kill zone :evil: ) and both armies survived. I'll be pushing forward as our tanks are starting to pile up, if they were MA it would be game over pretty quick. I got a GL and considered rushin civil defence in Bunker Hill, but that wont be the point of contention for much longer so I rushed a battleship instead.

I really like watching enemy MI attack fortified MI on a hill behind a wall, it's like waves breaking on the shore. The AI should really learn not to attack with infantry of either type.

Edit - fixed smiley
 
if the AI researches Space Flight then we're on our way! Otherwise I will most likely go for SF first.

Uh - Synthetic Fibers and Space Flight are both "SF" :crazyeye:

Played the first two turns last night and will try to I'll be pushing forward as our tanks are starting to pile up, if they were MA it would be game over pretty quick.

OK, let's go for Synth next I guess. Although I wanted to see some pretty mushroom clouds. :)
 
Good point on SF and SF, got to watch the acronym use.

I don't think I've ever tossed a nuke, might have been in a SG that did but I can't remember just now. I have been nuked by the AI before though.

I tried to plant a spy on my first turn with the azetcs but failed. So we don't have rocketry yet, I'll wait until my fifth turn to try another insertion. I guess we'll find out if they get nukes soon enough.
 
Actually, attacking with infantry isn't such a bad thing...if you know when to do it. I attack with infantry (both times) every now and again. But almost always against wounded foes and almost always when I've run out of better attackers.

The AI's problem (well, one of them) is that it decides in advance which troops are offensive and which are defensive and then they never change that role. Defensive troops never attack and offensive troops essentially always will. Which is just too limiting.

Now, how to program an AI to know when to push on and when to defend is probably non-trivial, but it could make a big difference in the quality of the military foes we have to face.

One more piece of advice. When our min-run on Ecology is getting closed to finished, I would swap over essentially all core cities to Research Labs, to help speed us to Synth Fibers.

Glad you enjoyed the set-up. It took all of T-hawk's turns, all of JMB's turns, and much of mine to get the troops built and transported so that we could start moving forward.

Arathorn
 
I noticed a few cities that still didn't have them when I was playing around with builds. I don't know how many, but I assumed (ASS U ME?) that most weren't built. If you find a city or two or three without, they're probably worth building.

Arathorn
 
Yes, I too use infantry to attack on occasion. But I think the AI uses them so badly that it would do better with the defensive troop flag on for them.
 
Not much time, must sleep. Brief revew follows.

Goveners suck, they allow some riots and will not change alocation. Also puting them on production does dick. I took a few cities off and MMed where it was realy bad.

Took out radar tower and razed Malinalco. Spy was caught. Razed Ixtapaluca too. Create lines of defence on the hills of our peninsula.

Move 20 arti into position to bomb Calixtlahuaca (size 21), send tank army on Radar Tower removal mission w/two MI. Three turns later it's size 10 and I raze it. Bad RNG luck and it cost me 5 tanks. Formed another army w/a GL and filled w/MI.

Polution is becoming a problem, few workers on the mainland. Another spy is executed by the Aztec. Tank army takes out Radar Tower near Tlaxcala. Tlaxcala razed the following turn. Notice there is a settler in bunker hill and wake him.

We are advancing, if somewhat slowly atm. I have only been attacking redlined Tanks (mostly the 8 or so Jap ones per turn) unless going for a city raze. I've been letting the Aztecs through to attack our MI armies in BH (which has civil defence now), they have lost hundreds of units at BH during my turns.

Here is the save, I'm out:

http://www.civfanatics.net/uploads4/lotr6-1790ad.zip
 
This was basically a set-up turn for a possible offensive in Atztecia, OTOH we could wait for ModernArmour who will be online in 8 or so turns.

We need more arti support so I rush a transport in Birmingham.
I also redline a Jap naval SoD with 20 artis. Attempt to plant spy in Aztecia fails :(

ibt : no attacks !

1792 : Destroy *all* of the Aztecs and Jap SoDs around BH and send a suicide mission (not really)
to establish a second berachead, BH2.

ibt : more MI and tanks come at BH . My suicide stack does not get attacked :eek:

1794 : Use a combat settler to establish BH2, I have 88 units in there, maybe we can keep it to see if it holds.
In order to spread the AIs offense. I also go on a pillaging mission around BH in order to just keep one logisitics line to
BunkerHill2 and slow ennemy progress towards BunkerHill.

ibt : The aztecs break through the Modern Maginot line but not the Japs. We only lose 3 MechInf though as their assault
on BH is suicidal for them.

1796 : Easily clear out the Aztec Stacks and a GL emerges, will rush an airport in BH2. I go as far as taking our whole frontline down to a row of hills in a straight line to BH2, this will give us all hills in the region and force our ennemies to stay on plains afterstriking us, better for counter-attacks . The wall not solid enough right now but its a start.

ibt : Attacks by Aztecs and Japs leave our "wall" standing by a one HP MechInf, but it holds :)

1798 : Reinforce the Wall by moving down defenses from BH, ennemy navy is nowhere in sight of BH but more useless islands in the South. Workers are building Fortresses on the hills.

ibt : Aztecs can only send 6 units and Japanese 3, they fail to even kill one of ours. Being asked to hold UN elections, sorry what is an "election" Sir ?

1800: Clearing out ennemy units and building a strike force in BH2 : we have now 125 units with tons of arti ready to go do
some serious damage in Core Aztecia ! Because of previous movement I would wait one turn before moving them towards the ennemy, some units have no movement left others do and it's a mess to find your way into that stack :crazyeye:

No attacks reach BunkerHill anymore so it is used as a retreat, garrison city for wounded troops, I still kept a sizeable defensive force, as one never knows. Only one or two tiles need fortresses on the fontline, they can also be re-railroaded as I pillaged them earlier to slow ennemy troops down.
There is a settler in a transport in Birmingham, it could not get cover to move this turn but it'll be ready for next one. No attempt at a planting a spy has been made yet. Ecology due in 3, 11.5K treasury.

http://www.civfanatics.net/uploads4/Ozman_of_the_Ottomans,_1800_AD.zip


LotR6-BHpeninsula.jpg
 
Well me was thinking we could get Synth at max rate in 5 but I am probably way over-optimistic :crazyeye:

By the way T, please dont forget to attempt planting a spy in Aztecia THIS turn : I totally forgot to do it and we had quite a few failed attempts until now, am hoping RNG will favour us this time....sorry about that.
 
Nice prep turn Sky, though I would have left a path through to BH. The Aztecs and Japs will go into our territory instead of attacking a stack o' 3 MI fortified on a hill. They have no chance attacking a couple fortified MI armies w/radar tower, wall, and civil defence behind them. Instead they are attacking fortified MI on a hill and a few of those don't even have a radar tower for support! (? we have plenty of slaves over there). Also it's easy peasy just to take out the stacks of Jap tanks w/arti and tanks and a Siaphi doing the last redlined unit. Anyway, just a style difference and my 2 cents.
 
They dont have radar towers because you can only build them in your own borders, I tried that ;)
The AIs still fail in going through the wall but true we could leave one tile open to let them impale themselves on BH, damage seems to be the same both ways, they are now focussing there attack on BH2 which does not have Civil Defence (only difference with BH).
My idea was just to advance and not have an open frontline when we start hitting Aztec core cites...but as you said its stylistic differences at this point.
 
Yes BH2 does make it a moot point. Still I would put a radar tower two tiles south and one east of BH, I think that would cover our lines. Could use any spare workers to build forts too.

Also, did you rush some culture in BH2 yet? That would claim at least one square of aztec land, maybe more but I can't remember where the remaining aztec cities are. Money is no object it seems (11.5 K !!). Modern armor will be the killing blow.

Edit: Oh, and for the next player (T-hawk?) remember to take out enemy radar towers prior to attacks. I used a tank army + 2 MI and the AI completely ignored it and only covered the towers w/guerilla.
 
Nope, no time to rush culture in BH2 yet but the slaves are indeed building Forteress :p
 
IT: Rush harbor in Bunker Hill (the first) for vet battleships and for extra insurance for the trade route (we need to keep that incense) in case its airport gets bombed out. Plant a spy in Aztecs.

No sense in leaving all the artillery idle while Tequexequeforgetit is accessible. Bombarded (it takes 26 artillery shots to redline two mechs!) and razed.

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BT, we get a GL on defense but the Japanese tanks break one of our hilltop encampments and the GL gets killed.

1802 AD: Count up the culture in our 5 highest cities...no, wait. :) Bombard and kill enemy units. A GL rushes a battleship in Bunker Hill. Library cash rushed in BH2. The Aztecs refounded a city in the razed space which we eliminate again.

However, the Aztecs landed eight MI on old West France Island. I start airlifting what I can over there and bombard with the dozen artillery.

BT, we withstand about 20 attacks from tanks and mechs against one of the fortified hills and exactly 2 of them win.


1804 AD: We spot a Japanese battleship-carrier pair. Where did our bombers go? Well, I attack it anyway; we kill the covering battleship but then the carrier kills 2 destroyers :aargh:

Again most of our airlifts need to go to west French island. University cash rushed in Bunker Hill 2 this turn which will get it cultural expansion right away and gain control of 2nd-ring tiles of both Teotihuacan and Texcoco. In anticipation of that I move workers onto said tiles to build roads for us and cover them with armies.

BT, the Aztecs break one of our fortified hills and the Japanese use the gap to advance 20 tanks (WHERE are they still getting this many units every turn?!) up next to Bunker Hill. Also, Aztec battleships take out a handful of destroyers that I'd been trying to get to a consolidated position near Birmingham setting back our naval hopes yet again.

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1806 AD: Ecology has finished. Beaker costs indicate that somebody (Aztecs I'm sure) has Rocketry but not Synth Fibers or anything else. We attempt a safe steal... and succeed! They have Rocketry and Amphibious War (uh-oh). We take Rocketry of course.

Now, the beaker cost ALSO indicates that they have Space Flight. We attempt another safe steal... failure but we don't attract attention. We have cash for one more try... got it! So we're getting nukes before modern armors. :hammer: :nuke: One detail is that we need a Manhattan Project but a GL soon obliges in Bunker Hill.

In combat, we finally gain the upper hand on West French island although it still needs a few more tanks. A second GL rushes the Apollo Program in Bunker2 but during upkeep after the Manhattan Project is built I scroll-ahead and change it to a Tactical Nuke. (I do this to use up the leader and allow more.) And we do get a third GL who I'll save to rush another tac-nuke next turn.

Mind-numbing amounts of bombardment begin on Teotihuacan. We redline most of the defenders but still lose about 5 tanks in the assault; it gets razed.

BT, repel 10 Aztec units and only about 5 Japanese tanks.

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1808 AD: A nuke rolls off the assembly line in Bunker Hill 2. The saved GL rushes another there, and a few core cities start building some too. Man, am I ever eager to start nuking, but there's no point in nuking a city we can't reach this turn with tanks and no point nuking a city we can reach with regular artillery.

Texcoco (size 30) receives mind-blistering amounts of (conventional) bombardment, but it only drops to size 17 and the defenders aren't redlined so I decline to attack it this turn. Rather, a detachment of 20 tanks covered by 10 mechs and an army starts moving towards Tenochtitlan. A similar though slightly smaller stack moves towards Tlacopan and can reach it next turn.

I take down the hill wall of units; I need to protect fewer squares more heavily and we've got positions exposed in front of those hills now anyway.

BT, the Aztecs and Japanese decide to send all their units onto hills near Bunker Hill - instead of attacking units of ours.

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1810 AD: NUKE TIME. Tlacopan evaporates in a mushroom cloud. The nuclear blast drops it from size 24 to 12 - and kills ALL the defenders! A mech infantry waltzes in and razes the city.

Most of our artillery are needed to repel the incursion at Bunker Hill so we don't make much progress on Texcoco. The tank stack advances towards Tenochtitlan and another towards Tlatelolco. No GLs this turn so no more nukes yet; we still have one in Bunker 2 and Edrine will complete one this turn as well.

BT, the enemy attacks finally start coming scattershot instead of all at one location. At long last - over 50 turns after the beachhead at Bunker Hill was established - the AIs are officially finally gassed.

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1812 AD: I need musical smilies. Strains of the Marseillais and the famous Overture ring out as we celebrate 1812 with the world's biggest BOOM directed at Tenochtitlan. See next post for the Before and After on that (I reloaded to save the cash since this is just for amusement purposes.) The lone 2-HP mech left in it kills a ridiculous SIX tanks before the city gets razed.

A GL rushes another tac nuke at Bunker 2. I draft some conscript mechs and airlift them to Bunker to disband to build another tac nuke in the absece of another GL.

BT, nothing much! You don't know how happy I am to say that. [party]

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1814 AD: Conventional bombardment finally cracks Texcoco and our tanks raze it. Less-conventional and more-thermonuclear bombardment hits Tlatelolco which is also razed. The same thing happens to Tamuin except that I was an idiot and our post-nuclear occupation force was immediately adjacent to the city and got caught in the nuke blast. Oops. :crazyeye: But another GL rushes another nuke.

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1816 AD: Teayo gets the Big Kablooie. A combat settler founds Spices Are Nice near where Tlatelolco was and gives our artillery access to Atzcapotzalco. Mind-spraining amounts of conventional bombardment get the city to size 12 and redlined so our tanks move in for the kill.

And that's enough, I'm outta here. :) Next leader has two tactical nukes in Birmingham; it appears we might finally have enough navy to rush a nuclear sub there to transport them over to Aztecland. Do keep the city of Tula which has Magellan's Voyage.

We could fill in all the space in Azteca and take domination probably within about 8 more turns, or we could smash it out all the way to the end to conquest. I'd like to see the latter happen, although I won't be the one taking the time to do it. :hammer: Synth Fibers due in 10, if the game goes that far.

http://www.civfanatics.net/uploads5/lotr6-1816ad.zip

This game isn't going to come back around to me. 'Twas truly a terrific tale worthy of the Lord of the Rings name!
 
:lol: hehe :lol:
Great stuff! I appreciate the "Nuke turn" you took ;)
I am also all for the Conquest win..even if that means getting the game one more time :lol:
 
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