MLDR004 NOW and Again

Turn 6 Continued

I make peace with Arabia, and trade for Refining at the same time (tempted to get Fascism, but I don't). We have plenty of Oil. Arabia appears to have only have one source (on the coast!) near Basra ... we have a target landing spot ...

IT:
Nada

Turn 7 -- 1550 AD
Graz doesn't have a Temple? I build a 1-turn one.
Also, Krems gets a barracks

IT:
Nada

Turn 8 -- 1555 AD
Krems gets a Temple
Force lands on Ganogeh island

IT:
Nada

Turn 9 -- 1560 AD
Assault on Ganogeh results in 1 dead rifle on their part, 2 redlined Hussars on our part. I pull out the wounded hussars to heal.

I steel steal from the Russians

IT:
4 Frigates bolt from Ganogeh

Turn 10 -- 1565 AD
Two Galleons head out towards the other French island

Ok, I left a few worker moves, and all ship moves unfinished for this turn to allow Steve the flexibility to choose which direction he wants to work in (we are running out of things for the workers to do)

I have two teams of workers in the south that I use for pollution cleanup.

Not much else to add. Unfortunately I was unable to get us much progress in our wars. But I did get Refining and Steel, so it wasn't a complete waste of turns...

Here's the save:
http://www.civfanatics.net/uploads6/MLDR4_1565AD.SAV
 
:goodjob:

Graz has been getting its cultural expansions from the Great Library since early in the game, which is why it went so long without a temple.
 
Not bad turns at all, they can't all be steam rollers. Sometimes you have to be the setup person. NP owes me a few...

We should probably puch for amphib assault and get rid of Persia, that would help a whole lot.

Official hitlist:
Hittite - gone.
Iroquois - gone.
Persia - hanging on by a thumbnail.
France - On the brink.
Russia - Looking juicy.
Arabs
Scandinavia

Arizona_Steve (up)
Meldor (On Deck)
Northern Pike
Belisar (Still waiting for our Austrian expert to return)
ChrTh
 
Originally posted by meldor
Not bad turns at all, they can't all be steam rollers. Sometimes you have to be the setup person. NP owes me a few...

Which the gods of the roster don't seem to want me to repay, since in three games I've played immediately after you three times....;)
 
(0) 1565AD
I call up France for the purpose of determining the number of cities they have left, and the answer is three. Two of them are easily found on the island to the West of our continent. I have to hunt around for the third one, but eventually locate it, North East of Gayagaahe.
I start by moving two frigates to patrol the seas around Russia.
An assorted taskforce of ships is sent to leobersdorf to pick up troops for the assault on France, and the continuation into Russia.
Science switched up from 30% to 40% saving us three turns on Espionage, while getting us 87 gold per turn.
Perform the usual tweaking of size 6+ corrupt cities by hiring enough entertainers and/or taxmen to put them into WLTKD.

(1) 1570AD
Bombard the Persian capital with a stack of artillery that someone left there for the purpose. start collecting hussars at Leobersdorf.
Due to the taxman shuffle and the numerous WLTKDs, I'm able to move science up to 50% and get Espionage in 4 turns.
Six hussars and two infantry are landed outside the French capital of Krasnoyarsk.

IBT:
France lands a longbow next to Gandasetaigon.

(2) 1575AD
A deal must've expired, as we are down to -21 gold/turn.
The French longbow is dispatched by an elite infantry, but no leader.
We have to fight to the last man, but an infantry takes Krasnoyarsk from the French. Four surviving hussars move in. The other infantry remains outside as he has no move left.

IBT:
Arabia and Scandinavia end their trade embargo against us.
Linz is hit by propoganda.

(3) 1580AD
I start fortifying workers next to Vienna as the "No tile left unrailroaded" campaign winds down on the mainland.
We have a spare settler on the former French island. He's used to found Muerzzuschlag.
Load artillery into galleys at Scladming - these will be used in the forthcoming Russian invasion.

(4) 1585AD
Espionage is due next turn, but I am unable to reduce science.

IBT:
Espinage comes in, combustion started.

(5) 1590AD
Any city that can produce an infantry in the same number of turns that it takes to produce a hussar is switched to infantry as it's last hussar completes.
Science down to 40%.
Four hussars are unloaded outside Ganogeh.

(6) 1595AD
We get a double dose of pollution, which is cleaned up.
Ganogeh is auto-razed. I cover all tiles of the three-tile island to prevent landings.
We've created a lot of troops in the first five turns, which have been piling up at a Continental Rally Point next to Samaria. I move these troops into Ghulaman and pile them into ships. I also brought along two empty armies and used them to create an infantry army and a hussar army. These too are loaded into the ships along with a third hussar army that was brought over from the French island.

(7) 1600AD
I unload a bunch of troops, including the three armies, onto the French/Russian island.

IBT:
France sends a longbow from Goiguen towards Krasnoyarsk.

(8) 1605AD
The French longbow is redlined by an artillery. Our infantry army tramples it.
Our two hussar armies beat down two riflemen in Goiguen and...

MLDR04-1615AD.jpg


I call up Russia and tell the "beautiful" Catherine that we intend to remove her image from the Foreign Advisor screen. After noting that they have an infantry in the city of Kharbarovsk, I decide to wait a turn so I can get artillery in place.

(9) 1610AD
I hit the veteran infantry in Kharbarovsk with arillery and note that there's a regular infantry underneath. More troops should arrive next turn.

(10) 1615AD
With four artillery available I redline one infantry in Kharbarovsk and yellowline the other. Two hussars finish them off and the city is ours. We get 507 gold, so the Russians must be loaded with cash. Best of all, it comes with a free harbor.

A few notes. There are five settlers in Krasnoyask, and about fifty assorted troops and three armies also present. Our taskforce of galleons and caravals are sitting in Kharbarovsk too.
Scladming (on the French island) contains four galleons preloaded with artillery. I would consider loading the Kharbarovsk task force with troops and meeting the artillery galleons at Smolensk, as this has been receiving some bombardment from the Arabs.

Time to let Cathy have some...
 
Good job! :thumbsup:

There's a settler in Gayagaahe that can be used to settle the island where Ganogeh once was.

We need to start watching for accidental Domination; we're at 49 land/57 pop.

Russia is starting to lose some cities in the South. Moscow is now a size 4. But at the same time, we have a strong army compared to Arabia, so the Russia/Arabia war can probably be considered the 'move of the game'
 
1615 AD (0)
What! We haven't built the intellegence Agency? How are we going to have better success stealing our way up the tech tree? I swap Graz to it and it is due in 7 turns. I load up as many inits as I can and will begin the move towards the tip of Russia next turn.
(I) The Russians move a transport near the island. Didn't they check, there are still about twenty units on that island.

1620 AD (1)
The flotilla sets sail for Russia. It will be a while before they get there. Yet again, I will make the toehold and NP will get all the glory!
(I) The Russians land a lone Guerilla next to our large stack.

1625 AD (2)
I bomb the poor fellow and put him out of his misery. I have enough arty left to hit the transport and its frigate escort. Unfortunately for the Russians, the Transport has the same defense as the Frigate so when our frigate attacks it is the transport that goes to the bottom. We are still 4 turns from landing on the coast and the Russians are shrinking fast. They may not have any cities left by the time we get there. Oh well, we will just hit the Arabs then.
(I) Dang, the Vikes are off the landmass and the Russians are down to only 8 cities. They lost another this interturn. I start hospitals in our cities.

1630 AD (3)
I finally manage to bomb my way through all of the Persian defneders and with one shot left knock the city down to size 2. I steal combustion from the Arabs. We start on flight.
(I)

1635 AD (4)
Not much to report, the landing takes place next turn.
(I) Nada

1640 AD (5)
We land and will assualt Smolinsk next turn.
(I) Nothing

1645 AD (6)
We bomb and capture Smolinsk. I keep it for now as it won't be long until the Russians are gone and I want the time saved by the port.
(I) The arabs come asking for peace, I go ahead and give it to them even though we will most likely declare before the 20 is up. It will be essentially us against them. The IntelAgency is done.

1650 AD (7)
I plant a spy in Arabia. They have 94 infantry an 26 tanks. I plant a spy in Russia and they are down to 10 infantry, 5 rifles and 3 Guerilla. Since the Russians won't be around long, I steal MassProd from them as it is cheaper than from the Arabs. We still need Mot Tran and Flight to make a go of it against the Arabs.
(I) Russia signs a peace treaty with Persia. I am suprised that there envoys could even make it through the lines.

1655 AD (8)
We found a city, pound Yatkusk and capture it, move a settler up and abandon the city. No way we could keep a size 17. The next cityis founded and we will be able to hit it next turn. I load up the rest of the units on the island. Upgrade a couple of Galleons to transports to get those armies over. We can now move all those size 4 armies at least. We will need our arimies if we go infantry against tanks.
(I) The Arabs steal the next to the last city from us. Had I know that, I wouldn't have built that last city, but gotten ready to duke it out in the two we had.

1665 AD (10)
I kill the last Persian citizen I can. Their city is now size 1. A quick check of the Russian army shows they are down to 2 infantry, a rifel and a guerilla. I get ready for a defnsive position by dropping back to two cities and arranging the troops. I abandon the fresh city.
(I) The Arabs finish off the Russians. I rush the rax in both cities. Since we are going to go to war before the end of this turn instead of a safe steal I attempt a carefull steal. We are again successful and we now have MotTrans. We don't have enough money to make another steal.

NP, I did not declare. The units in the two toehold cities have movement on them. The navy is mostly at Ghulaman to pick up more units. Some of them could be moved north and upgraded to transports. You will have enough money next turn to make another steal. As much as I would like to get Amphib and take the Persians out. I would most likely go after Flight so we can get units over a lot quicker. Of course, if we got Amphib Assualt we could delay attacking the Arabs long enough to take out the Persians and get walls up in the one city. Maybe even get enough money for an immediate steal that if failed would be our war declaration. Guess I didn't set you up for too much but a hold and take the pain turn. If we will most likely need some tanks over there to make too much progress. Suprise me, NP!

Somewhere in ther I missed a turn. It had to have been in the middle boring ones, so I am not going to try and go back and figure it out.

Official hitlist:
Hittite - gone.
Iroquois - gone.
Persia - hanging on by a thumbnail.
France - gone
Russia - gone
Arabs - It will be a toe to toe slugfest!
Scandinavia

Arizona_Steve
Meldor
Northern Pike (up)
Belisar (You better hurry or you will miss all the fun!!!)
ChrTh (On Deck)

http://www.civfanatics.net/uploads6/MLDR04-1665AD.zip
 
:thumbsup:, Steve and Meldor.

From the fact that we're building a factory in Weiz, I assume that the Forbidden Palace has been working for someone. It isn't working for me, though. I'm still playing at 1.12. Have we moved up to 1.15 without mentioning it?
 
Here's a more serious problem than the FP. The game won't let me build tanks. :confused: We have MoTrans, and plenty of hooked-up oil and rubber, of course. I first noticed this when I was micromanaging on the inherited turn (1665), and I thought that tanks might simply need an interturn before appearing on the build menus (since Meldor had just stolen MT), but they aren't available in 1670 either.

So I suppose the first question is, can any of you build tanks in Meldor's saved position above? Let me know.
 
Well, I tried upgrading to 1.15 and I don't get tanks that way either...perhaps it has to do with our manual mod of the pediaicons.txt?

BTW, it looks like we're going to lose Ganogeh island...if y'all had listened to me about the settler next door ... ;)
 
I think I know why we can't build Tanks ...

did we, by any chance, take the German slot when we built this game? Germans can't build Tanks ...
 
Thanks for the quick response, ChrTh. I didn't really think this problem would be unique to my computer. :mad:

That's a ____ed shrewd guess about Austria's having replaced Germany, though it can't be confirmed from the version of PediaIcons we're using, which just has entries for 32 civs rather than 31. I hope Belisar surfaces soon, since he's the only authority on how this game was set up.

If the Arabs were a little less advanced technologically, we could shrug this problem off and accept the challenge of defeating them with artillery and Hussars. But their first mech inf may appear at any moment now (which is probably a long-term effect of the gpt bug), so it would be nice to get this solved and have our tanks. Your ideas, gentlemen?
 
I think we won't be able to get tanks. So I propose the following:

Get Amphib War FAST. Marines are 12/6; not as good as 16/8 (and obviously only able to attack once), but beggars can't be choosers. TOW Infantry (or, conversely, Mech Infantry) will help us greatly.

Arabia is in the modern age, but I have no idea if they've gotten any techs yet.
 
If the scenario to setup the game is screwed up - no tanks - there is nothing you can do except for find an alternative. You will want to kill as much as you can with Hussar vs. infantry.

It sounds like a bee-line to Modern Armor. Germany can build those.
 
Well, I wish your verdict were more positive, but thanks for the information, LK.
 
I tried it on mine as well and tanks are not buildable. That makes it doubely tough on us. I think that first We have to get Flight. We will not be able to support an assualt of the other landmass without instant access to fresh troops each turn. The other thing is to get every army we have off our landmass and onto the other one. The one thing we can do to offset the tank advantage is to use Hussar armies. We have transports now, so lets get those 4 unit armies over there.

Sorry about the 1.15. I assumed that you guys updated will I was gone. Yes, it should make the FP a little more effective so lets go with that if we can.

All we really need is big ol' stacks of arty backed up with lots and lots of infantry. Keep the armies on top to take the damage without loss and grind them into the ground. Tanks or no tanks we can take them if we can make inroads before they hit MA. Steal like crazy, we are in AWE mode for all purposes. If we want to go for Domination we aren't far off. I still prefer conquest, but we may have to take what we get on this one.
 
If we went with Domination, we need 15% more land, but only 4% population.

Our other fear has to be the UN. Arabia might have enough votes to beat us if they call a vote (I can't imagine Persia or Scandinavia voting for us) ... we may need to eliminate Persia AND Scandinavia quickly in order to prevent a UN victory for Arabia...so I think we need Amphib, but that's just my take.
 
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