MB4 - GOTM24 Redux [civ3] Roster A

You're right about the Beijing culture issue in the west.

Smackster has all the experience around here on settler warfare, but it looks like a good plan to me. Go for it. You have 81 tanks now, so you can probably afford to lose 8 or 9 tanks per city on the six big ones, which probably won't be necessary. So don't be put off if the RNG throws you a couple of bad deals across the rvers. As I said, we aren't going on anywhere from here, and no one awards points for extra tanks left standing.
 
Yes I learned a lot about settlers pushing back culture in this one. I actually think it could be won in the 10 turns I had. Maybe we should offer this as a game challenge, start with 1650ad, and conquer the world in 10 turns. I think if you build enough settlers early then you can do it.
 


OK, this one needs a reality check. It will need three settlers.

First I found a city at S1 and move the transport into it. Load two settlers and some units, say 2-3 tanks.

Then, (if my counting is correct since we have Magellan's) I can still move four tiles. I can then drop off the cargo (red arrow).

I move the tanks in the north stack onto the hill next to Sangju.

(End turn 1)

I settle at S2, combat settle at S3. Launch a strike against New Beijing and Sangju.

So I will need at total of 10 settlers for the three campaigns to execute on turn 1. I will need at least one more on turn 2 to get to Chinan.

So I have a battle plan. Now I need it to be checked for reality.
 
That's one devilishly cunning plan, Sir Bugsy. Nice use of every movement point on that transport. You might want to get the marines ashore that are in the northern transports, and airlift It looks like you can rush the three extra settlers you need in Beachhead, Ogaki and Yokkachi 2 for example (join workers to the pop 2 cities to meet the pop requirement).

By the way, build those two colonies on gems and incense *immediately* and watch the sea of happy faces appear. You almost don't need to worry about specialists or unhappy faces, and you'll be able to turn lux tax way down and have spare cash to rush anything your heart desires. Just try it!
 
I agree with Alan. As long as we don't fall one unit short of killing their last defender, we should not care about losses.

The battle plan looks just perfect. Of course, it will need to be tested against the unforeseen and against the RNG, and my judgement may be clouded by severe sleep deprivation... But I would say go for it!

I was surprised too to read about the Han's Marines attack.
IIRC, once you disconnect the capital a resource can only be used in the city that has it within its range.
 
I'll search for some fortified workers to settle the colonies. Maybe I can get that in the pre-turn. If so, that will make a huge difference in cash flow. Right now I'm looking at a large deficit in the first turn.
 
Originally posted by Sir Bugsy
I'll search for some fortified workers to settle the colonies. Maybe I can get that in the pre-turn. If so, that will make a huge difference in cash flow. Right now I'm looking at a large deficit in the first turn.

I did advise "immediately". If you are going to finish this in a couple of turns we need the score benefit to cut in NOW.

I think you'll find a bunch in [edit: Suzuka 2]. Or there are two workers near Moriyama-ku 2 who can be disturbed and move this turn.
 
Warning: I just noticed the odd settler in the south, under an infantry unit, is stansing on an unroaded tile. You need to get a bunch of workers out of Suzuka 2 onto that tile now so that you can road it for him to move into position next turn.
 
I'm cutting and pasting into my notes. I will try and start playing later this evening. While having a plan will make things go quicker, (something I'm going to try more often in my regular games) I imagine the combat will make the turns a lot longer. I will post as often as is practical.

I have to say, the end game is usually very boring for me, but this race against the other teams adds a whole new element. In the past I would be just be blase' about this game. Now it is full of excitement, anticipation, and suspense. Developing the battle plans was a lot of fun.
 
Originally posted by Karasu
I was surprised too to read about the Han's Marines attack.
IIRC, once you disconnect the capital a resource can only be used in the city that has it within its range.

Just a quick lurker comment, but resources can be used by any city that is connected by road to that resource. So for example, if you settle an island with iron, and connect 3 cities to the city near the iron, all will have it, even if there is no harbor connecting to the capital.

Resources and luxuries gotten in trade, however, must pass through the capital, even if a specific city has a direct route to the civ you are trading with, it won't count.

Also, even as a reader, I agree with Sir Bugsy's comment, at this point in most of my games, the end is in sight and it's click, click, to get the game over, and I get lazy in my micromanagement. The direct competition/immediate feedback makes this a very exciting read!
 
This is the most exciting finish I have ever played, those 10 turns took about 10 hours of real time. I think the GOTM SG is a lot better than the normal GOTM. Roll on GOTM 25 SG. We have to play that with the Mongols and see how we can utilise those new units.

Smakcster
 
Maybe we should offer this as a game challenge, start with 1650ad, and conquer the world in 10 turns. I think if you build enough settlers early then you can do it.


I've been following this along with THE REST OF THE WORLD[!] for a while now. When I saw the 1650AD position I just HAD to download and play it to completion. A superbly organized invasion and a perfect classroom for practicing late IA tactics.

You folks are just having too much fun here!!
 
I like the idea of a quick game from 1650AD :thumbsup:
Why don't you set it up?

[Originally quoted wrong message, sorry]

As regards running the Mongol game as an SG, I believe Ted Jackson has approached cracker in this regard. I don't want to spam this thread, so I'll get in touch with Ted and see whats going on. If it's plausible then one of us (along with crackers help, hopefully) will make the necessary arrangements.
 
I echo the general feelings about the level of excitement of this particular end-game.
The target victory condition, the apparent strength of the Han a few rounds ago, and most of all the competition with the other teams made it one of the most thrilling games to play -and to follow when the others were playing it...

...talking about which... Bugsy, where are you? I am curious!!! ;)

And I must say that it was especially nice to read HighDesert's post -it's good to see that this SG is appreciated by other people :)


About SG 25, yes Ted has volunteered to run it, so let's all be ready for it (I just can't wait)... The thread is here
 
Here's what I've got so far. Last night wasn't as productive as I had hoped. I spent about an hour on the game.

Preflight – 1700 AD And so it was decreed that all citizens of the Oda Empire shall be happy, making money, or making people happy. No one shall be “just content” under pain of death. The tyrant Bugsy went out to each of the cities and forced everyone to fall into one of those categories. The people didn’t know where he got his information, some mysterious CFC source named Alan, but suddenly he awakened two workers out of Suzuka 2 and built a gems colony and an incense colony. The result was fewer specialists and more happy people. More MM'ing of the cities.

Found the settler on an unroaded tile and moved some workers to road under him.

Change four towns over to settlers and rush them for 8G, 8G, 12G, 28G.

IBT – Lose three workers to Chinese marines. Some naval bombardment doesn’t do a thing.

Plan on playing during my lunch hour which starts in about 40 minutes.

Oh BTW - Lux went to 80%
 
1. 1705 AD – Our score is 6835. Happy population went up by 20.

Execute the first turn part of Han Island Assault. I abandon Nagasaki on the founding of Han Island City. There is a Han Battleship right next to our transport, so we’ll probably lose it next IBT. But its job is done. Bombard Sangju on the island and there are two infantry defending.

Since I wasn’t able to get all artillery unloaded from the northern coast. I’m going to use one of my extra settlers to create a port. So I found “Artillery Drop Off,” unload our artillery and abandon the city.

Start the execution of the Shanghai valley campaign. Found and abandon Shanghai Valley I and II. Keep Shanghai Valley III for the attack point.

In bombarding Shanghai we have four defenders. It takes 29 shots to redline the four. One citizen was killed and we destroyed most of the cities buildings :rolleyes:

Time to take the city. After killing the first 1/4 infantry a 4/4 Marine pops to the top. :hmm:
Take 9 more shots, kill three more citizens and yellow line the marine.

Six attacks to capture Shanghai. Retreat one tank. Capture 11 slaves, a cannon and an artillery.

Abandon Shanghai and found Shanghai Valley IV. I have a problem. The culture from Beijing and Tsingtao completely enclose the new combat city.

Decide Beijing has to go now. Attack Beijing with seven defenders. Lose one tank. Retreat one. The city doesn’t knock back the culture enough. Time for a secondary plan.
 
1705 AD (con’t) – Check Mapstat and I’m over by 26 tiles. Abandon Han Island City.

Decide that if I can get to Ningpo, I may be able to get units to the Shanghai Valley without movement loss.

Start on the Western Han Campaign. Abandon Kaifeng, Found and abandon Western Han I. Found Western Han II. This time the culture turns out the way I thought it would.

Start the bombardment of Hangchow. Four infantry defenders. Kill three citizens and it’s down to a city. Use a kamikaze to kill one defender. :cool: With no loss the city falls. It was an Iron Works city. Sorry Mao, or whatever your name is.

Abandon Western Han II and found Western Han III. No more culture surprises.

Bombardment of Xinjian, five infantry defenders. Kill enough citizens to get the city to pop 12. There is one yellow lined and four redlined. Saving the artillery for later. We attack. Lose two tanks… &%$%& river. Xinjian is captured.

Bombard Ningpo. It is on a hill. Retreat two tanks in the attack. Six defenders total.
The culture is knocked back far enough to get units to the Shanghai Valley.
 
Pure magic. This should be on network TV. Your planning has been right on the money so far!
 
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