MrB4...Beyond the PC Problems

So finally the different religions are going at each other, very good.

2. The small island has coal on it
So this means we could get coal peacefully :lol:
Or at least build up a stonger army and do some more damage, I always try to keep the actual war turns limited but striking as hard as possible.

Will look at the save and comment afterwards.
 
I looked at the save and have a couple of comments.

We should trade for more happy ressources (sugar from Izzy, Wine and/or dyes drom Gilga)
both to grow cities like Var.. bigger and to counter the expected WW.
Speaking of Var.., we are in Representation, so just hire scientists instead of sea-tiles
when the city reaches happy cap.

I looked at the power graph, Sury is still strong (numbers) so I stand by my comment, we either need
more defense rifles or (which would be best) a few MGs.
Speaking of troops, the CR2-rifle in Kayseri should obviously join the invasion force and not sitting inland.
The trebuchet in Bombay should be upgraded, it is very cheap.
We have some elephants and horse archers which could serve as MP on our home continent and for upgrade in case
of an emergency.

Also we need more ships both to bombard city defense and to sink all those caravells/galleons once the war starts,
I suggest switching Bombay to frigates now and Dheli also once the galleon finishes.

There is an idle spy in Var.. which should (together with 1-2 more) also join the army.

I would leave Brennus's new city in the deser for now, if he joins the war, simply raze it.

I'm a big fan of settling the coal, but we would have to rush it.


All-in-all, I think we are doing good.
On the tech front, we could trade for Sci-Meth. with Gilga, we could even try to get him in our war if Sury joins the fun.


Good luck batter, just post in case of any questions.

EDIT: And please send the wood-workers in Bursa back to the laboratories ;)
 
So, I played my turns now; nothing exciting happened

I traded with Gilgamesh for wine and whale

2 Machine gunners 1 Rifle, 1 Caravel and 1 Frigate joined our forces, I also upgraded the ship on the west coast to a Frigate, as 1 Ramses ship scouts around

I guess the forces are then complete for launching an attack in few turns; I didn´t find a slot at the moment to build a settler for the coal

In the last turn, Gilgamesh´s prize for scientific method dropped down to Military tradition, Izzies prize is Nationalism and Liberalism, so It´s for the next to decide , but I guess we should strengthen Gilgamesh


Tech: assembly line in 5 Turns

When I read on the log right, some Privateers were attacked by airships??? This message appeared 1-2 times in the log where also the privateer income appears


Here´s the save, and I thing in strategy terms, everything is clear for now, I must add that we should perehaps in some timeslot strengthen our southern islands with three more units to achieve 2 per city, as they are very exposed and have only few production capacity
 

Attachments

I see it and will have a look.

I traded with Gilgamesh for wine and whale
good!

2 Machine gunners 1 Rifle, 1 Caravel and 1 Frigate joined our forces, I also upgraded the ship on the west coast to a Frigate, as 1 Ramses ship scouts around
I hope the caravel is a typo :crazyeye:


Tech: assembly line in 5 Turns
good, I love amphibious infantry, we need 10XP for them.

When I read on the log right, some Privateers were attacked by airships??? This message appeared 1-2 times in the log where also the privateer income appears
I think Gilga beelined physics.

I must add that we should perehaps in some timeslot strengthen our southern islands with three more units to achieve 2 per city, as they are very exposed and have only few production capacity
Agreed.

I think I will set up MrB for some action :D
 
Galleon, not caravel

I hear the trumpets sound and can smell the stench of exploding gunpowder already :D

Let´s hope our war will not be another attack of the light cavalry :)
 
I already had a look and hopefully I can slot it in late today / early tomorrow ;)

Now that you are older again :old: I have the feeling that I'm the only one who goes to bed after midnight :D
 
We are the Ottomans, the land of the morning-star, but this will be a bad morning for the god-king.
We are finally set up for invasion.

But step by step:
I begin with some MM, for example catch an unwanted merchant in Konya, prefer a lighthouse in Samsun
before the market, max scientists in Bursa but mostly minor stuff.

Then on to the trades, I get another happy face (sugar) from Izzy and sell her jumbos, we should
have done this when Sury declared so she can defend against his knights, we don't want him to get too strong.
I also sell marble (which is of no use to us) to Gilga for 10gpt, easy free cash.

As Gilga apparently has airships, I call back our privateers and send them to Sury instead.

Then I prepare for war, jails are going up througout the empire.
The happy cap is already good thanks to all those ressources from Gilga and Izzy.
Military builds are mostly set to rifles and MGs.



Notes for Dwight. E... *cough* I mean MrB:

The privateers to the north of Gilga are heading for Sury's backyard.
The ships on our western coast are guards against a backstab and should be reinforced with 1-2 frigates.
Keep the privateers out of Gilgas land (airships).

You can attack next turn (the galleons have movement left, so can be brought
right next to the border this turn) or (what I would do) wait for the additional frigate in Dheli
next turn for additional bombardement.

The ships carry departements, 2 of them CR-rifles, 2 of them defense units (+medic), 2 of them cav and
1 the first load of siege.
Please don't lose the CR-rifles as we cann't build more.
Additional cav (and potential cav like jumbos in case you need more units) are in Bombay, also the second
load of cannons.
I would promote one of the rifles with Guerilla-II or Woody-II and move our stack accordingly,
there are a lot of hills and still some forests in Ramses lands.

Here is the landing plan:
The forested hill cries "please land here" ;)

Hmm, Attachements are not working, will send togehter with save.

Let the dogs of war out when you see fit :hammer:
 
My turnlog on the war:

turn 0
move Galleons, frigates start to bombard

turn 1
Lose 3 Privateers against Izzys Galleons - unlucky strike
continue bombarding

turn2
S-man cancels clam deal, doesn´t want to trade any more
finish bombarding and take coal city
Set cav + 2 cannons + Rifles from our continent on the journey to Memphis

turn 3
Move stack to thebes, move spy in city
Assembly line is here, I set for sci meth (oil! and we don´t want to trade too much away)
A privateer earns the next GG (now we have 2)
turn 4
stack is near Thebes, unload small army near Memphis

turn 5
spy incites Revolt, take then thebes without a loss
bombard Memphis with cannons down to 20% defenses. I see he has 4 deenders and we have 6 attackers with 80% odds -> lose 1 cav and take city - we discussed to raze it but I am not sure if we want a dom victory after all (and resettling can be annoying anyways)? our army had practically no losses, tech lead and communism 1 tech away...
I made a mistake during upgrading as I didn´t look at the promotions the rifle already had :mad: we now have one rifle with a CR / CD combo

turn 6
Sci meth is here and we have to decide: Fascism 1GG, comm 1GS, combustion (wells).

I didn´t report too much on cities, some jails are finished, 2 inf are here (moving to eastcoast), Wallstreet and IW started. Some cities need grocers for factories.
Next turn the coal is in our borders, I already placed workers on mines / lumbermills

And just one thing: I feel with more boldness we´d have those cities some turns longer...almost too easy ofr my taste :D

Important discussion:
1) Domination victory or not?
2) Tech? For domination we would need Comb, Comm, (maybe Fasc. for the next GG)
For Space combustion next and start on destroyers to be safe against backstabbers (Izzy, I´m looking at YOU)
3) We have 2 GGs and a GS to "spend". The GM would be useless to keep if we go for state property. Journey or settle in WS city are other options.

So: In Thebes there is a big army waiting to move south ( I let the frigates bombard city defenses of Ramesses´city there), some CR Rifles can be upgraded to Inf. Merge 1 GG for a "super Inf":)?
 

Attachments

Nice turns!

I had a quick look at the save and anted to ask , what the next goals will be?

Do we attack Brennus ? and how much of the Egyptian empire will we take? Do we stop at the natural bottleneck of the banana shaped continent or should we also try to conquer beyond the city borders of Pi-Ramses?

Conquest is the question- is it within reach? If yes we have to continue the Ramses Campaign and bring it to an end quickly which will not be easy as his cities are very wide spread, or we just take his good core and leave him crippled. Tech wise we are in good shape, but to take the other continent on we need more tech lead to minimize the length of the invasion.

So lets say we wait for Belisars Input to decide if we stop after the next 2-3 egyptian cities or if we consider conquering the whole continent
 
The question is what to research next and if we take Ramses 4th city make peace, build up and visit S-man and Brennus next. Ramses´other cities are of no interest at the moment as they are not so easy to reach.
Otoh, our relations with S-man are not so bad, and G-man is taking the techlead (s-man and Izzy got distracted by their war).
So: take or raze his 4th city is the next decision, we have a couple of turns left before we can make peace, so we should do this to have a better position to negotiate peace.
If we don´t plan domination we can leave communism and fascism at the moment and go for combustion or biology->medicine for the corporation and speed up tech again.
 
I will have a look tonight.

Good turns executing the invasion.
I agree that we could have invaded with a smaller army, Ramses isn't strong, my reason for building up some more was that S-man and his vassal Brennus joining the war was a very real threat (now lowerded by the fact that he is at war with Izzy).
If he had joined, a big stack of knights could have caused troubles.
 
I would definitely take Heliopolis next as this is our gate to a future war with s-man.
It's on a hill, so be cautious.

Military:
Our west-coast has not enough ships on guard-duty.
Military science would be a good tech to have as we could then get one ore two military academies in our production cities with 1-2 GGs.
Production is our main problem, attaching the GG to a single unit seems like a waste, with the exception of a super-destroyer.
(but we could use the free one from facism for that).
Speaking of production, state property is an option if we go for domination, if we decide going this way we should work towards tanks and send the merchant on a mission.

Great People:
An academy in Ankara would currently net about 40 beakers.
Considering that bulbing him gives 3300 we run positive after 80 turns, close call, depends on how fast we end this.
In case of space, clearly the academy but even if we go domination we might research for more than 80 turns before we shut down science.

Minor stuff:
Vija.. is running a spy, please fire him.
Dheli shouldn't work a plain farm, assign an engineer for one turn to finish the current build next turn, then max commerce again.
Pray that I don't find out who has built that plain farm [pimp] :lol:
 
I herewith deny that I don´t drink beer while playing CIV:mischief:

So, if interpret Belisar right we go for a domination victory; proposed strategy:

Take Heliopolis, then settle for peace (techs -> I think he has Physics?)

Science: Mil Sci -> Fasc -> Comm -> Combustion (I think the Great Spy is worth to have comm before combustion)
Electricity and Industrialism follow :D (imo we don´t need artillery early as ships + cannons are sufficient with our tech-lead)

Build up military academies, settle the GGs, Mission with Merchant ($$ for CR Inf)

Build up army for S-man. fleet to secure west coast. Build Mt Rushmore
Switch to state property (+Hammers and food from workshops) before we attack S-man.
We try to switch to police state as late as possible, preferably we make short campaigns until S-man is halfed and Brennus is ours (otherwise we lose the specialist beakers).
Diplo: improve relations with G-man to drag him into war.

We have to look if we need to conquer peaces from the G-man - Izzy continent to get victory conditions (S-man has currently around 22% land which makes it together with our land 50%)
 
IBuild up military academies, settle the GGs,
I agree with most, just that we haven't a misunderstanding, this OR , not AND.
If we settle them, we can't build academies.
I would prefer academies as currently production limit's our army, with the tech lead one more promotion is of secondary interest.
 
I just look at the save, sme questins before I begin executing the next steps:

War Academy to be built in Istanbul and Edrine I Guess
What with the other 2 great people? Are they stored to be used for a GA trigger?

Are we interested in BRennus cities now or not? I guess the Apostolic palace thread is somehow from the scope now

I will play tonight ~6 turns until we research combustion and press some techs for our peace with Ramses. Shall I also make peace if he is not willing to do so?

Otherwise I think eyerything is clear; no civic switch is necessary at the moment, war plan is settled for now. So lets cross fingers and hope that the AI does not spoil our strategy
 
Ok, in case you overlooked it, I repeat my suggestion: academie in Ankara with the GS.
What we do with the GM depends if we want sushi or if we switch to state property.
If you have taken the next city from Ramses, we can have a look what he will give us for peace.
 
Huston we have a problem: AP votes stops the war with Ramses!
I´m still playing, whats the decision? I will continue tomorrow if now answer arrives
 
Even more reason to go to war with Brennus and S-man next! Otherwise the AP declares we have to give back our coal city :lol: What tech do we need to make the AP invalid?

I say we go for domination + State property -> make a mission with the merchant. IIRC the money we get depends on the distance + trade routes a city has, so coastal (not sure if the Great Lighthouse has still an effect.
 
The decision is easy - who cares about the AP :lol:
Let them vote while we run the show :hammer:
A bit of unhappines in the new cities, that's all.
If S-man declares, that's what we build those extra units for.
I hope you didn't take peace before capturing the city.
 
I could not take the city, that was my point

I was forced into peace with Ramses and all my units were in our territory after the vote
I will try today again, let´s see what happens
 
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