My First Diety Game

Good job Basketcase, I've enjoyed reading this :D

Kill them Persians! :ar15:

p. s. : This is my first post!
 
Alrighty, last week's blue funk is over with. Some fun action coming up tonight!

1550 AD: The Persians obliterate the Babylonian city of Sardis up north. This city was originally a Persian city that was captured several times by the Zulus and Persians over the last 5500 years, and most recently snagged by Babylon. Ironic that its own founders destroyed it.

The Babylonian Empire as it is now:

Image101_BabylonBefore.JPG



1555 AD: I now have 35 tank divisions; that, combined with my artillery, should be enough to repel Persia if they try any funny business. I have enough money to attempt a Careful tech steal. A few mouse clicks later, and I suddenly have Computers! I turn research down a notch in order to get my GPT up from around +25 to +130. Enough to upgrade three Infantry a turn.

1570 AD: Babylon loses Uruk to Persia. Rome and Carthage are sending token fleets (mostly wooden ships and Ironclads) to help demolish Babylon. Bummer. Hammurabi seems to take no offense at the fact that Persian ships are shelling Babylonian cities from inside my territory. Babylon buys Radio from me for 400 gold and 25 GPT. Not great, but everybody else has Radio, and Babylon is about to get whacked anyway. Babylon's free tech in the Modern Age is one the rest of us already have. Babylon is willing to buy Computers for 158 GPT, but Rome doesn't have Computers yet, and would get it for free off Babylon once Babylon has been pounded enough. No more tech trading for now.

1585 AD: Babylon loses Akkad.

1595 AD: 13 turns until the Ottoman Empire starts terrorizing the map with modern tanks.

1600 AD: My agents catch Persia attempting to insert an agent! Nice try, Xerxes--you're gonna pay for that one.

1605 AD: I trade Ecology to Rome for Fission, Advanced Flight, and 85 GPT. Greenpeace gets mad at me for profiting off the environment. I have four sources of uranium in my territory.

Time for some payback to the Persians for their petty pilfering and pernicious perusal of my professors' ponderings (hey, YOU try coming up with a P word for "science". :) )

There was a peace treaty with 18 turns left on it (I made the mistake of renewing), so my reputation is probably toast. Well, tough. The Ottoman Empire declares war on Persia.

The war plan is the same as last time. Destroy Tarsus, then take Arbela and snag the Hoover Dam for some free hydroelectric power. With Persia campaigning successfully against Babylon, I expect reduced resistance. Plus I have lots of artillery and LOTS of tanks with which to repel the feared Persian mech infantry brigades. However, this time there are three radar towers just inside Persian territory, in positions to support attacks against key Ottoman strongpoints. Those towers need to come down. Some artillery and four tanks (one of which gets toasted) take care of that.

I start shelling Tarsus, and have better luck this time. Two of the four defenders are red-lined, the others are reduced to 2 hit points. I lose five tanks taking the city, and Tarsus is wiped off the map.

Arbela is now four tiles to the west; I can reach that in two turns. Two tiles in front of Arbela, on a hill, is another radar tower. A tank advances, finds that tower guarded only by a guerilla, and brings the tower down.

The very hill where the radar tower was? That would be a great staging point from which to attack Arbela. It's within reach this turn, and from there I can hit Arbela next turn. One Ottoman MI moves onto the tile; 30 artillery divisions move onto the hills just short of that spot, accompanied by six more MI's and 19 armored divisions.

My defensive position is precarious; I'm short on MI's and am scraping the bottom of the barrel in order to cover all my key points.

Persia's turn now. Two armies loaded with a mix of tanks and MI show up near Point Blanke. A bomber attacks the silk square near the city, and misses. Then the Persian armies attack. The city is defended by six standard Infantry; three are killed. That city is going to be lost if I don't do something.

1610 AD: One of my favorite emergency defensive moves: in order to bolster Point Blanke's defenses, I load my transport (which is four tiles away) with five MI's and three tanks, then move the transport into the city of Point Blanke. The MI's are now able to defend the city, even though they're technically still aboard the transport. Somebody alert me if this is considered an exploit. :)

I switch Point Gratha and BasketGrad to building MI's, and micro their laborers a bit to speed production a little. These two cities can build an MI in 2 and 3 turns, respectively.

Four Persian MI's and three tanks move into Ottoman territory via that Flipopolis parade route that was made famous last war. This is going to be a problem--because all my artillery are moving towards Arbela! Oops.

Persia attacks Point Blanke again. This time the defenders are Ottoman MI's--unfortified, but 18 defense unfortified in a size 12 city is still tough to crack. During the battle, one defending MI is killed--and another promotes. TWICE. First going from vet to elite, and then spawning a leader!!!

NICE WORK, troops! That mighty MI unit is christened BasketCase's Mechanized Aces.

1615 AD: Center on Flipopolis. No artillery on hand, so I'm gonna have to take these guys on fair and square. It's tanks against MI's, 16 attack vs. 18 defense. Since I've got a leader, I exercise my veteran tanks only. Losses are even; four Ottoman tanks killed. Once the Persian MI's are down, the tanks make easy targets. Two of my tanks promote to elite.

My great big sixty-plus attack stack moves into position to attack Arbela. The city WILL be taken next turn. Promise.

The battleship Avenger, parolling near Point Blanke, sinks a Persian battleship and returns to port for repairs.

My transport loads up my new leader in Point Blanke and evacuates him to the mainland. Next turn he will be used to create an army. I won't be filling that army with tanks for 9 more turns (I'm going to wait till I can fill that army with MODERN tanks), but turning him into an army now will allow me to continue fishing for leaders.

Persia's turn: A single tank attacks my troops en route to Arbela. It dies. My defending MI isn't even scratched. Xerxes is a doofus.

Persia attacks Point Blanke once more, using both tanks and a couple of MI's on the offensive. All of my MI's are wounded; one promotes and then is killed. The last couple of fights leave standard Infantry defending, because all the MI's are injured. One Infantry dies.

A Persian transport, escorted by a battleship, sneaks across from Intombe and drops off two tanks right next to my capital city. Come ON, I've seen more offensive stuff on Hollywood Squares. Another Persian battleship and transport are seen three tiles to the south.


1620 AD: I'm now glad I moved a few tanks to Point Blanke; the Persians left two redlined units next to the city, and I get to kill both for free. :)

My naval force at Point Blanke goes into action. The battleship Avenger is still damaged, so it's out of the action for now. Another Ottoman battleship based there sinks the Persian battleship up north; two destroyers sink the southern one. Then a third destroyer attacks the Persian transport that tried to sneak-attack my capital city....
:spear:

Getting tank-vs-spearman'ed by a transport is bad enough. The transport PROMOTES after sinking my destroyer!!! Guys? Have you ever seen an ELITE TRANSPORT?? Trust me. Such a thing is a total embarrassment.

Another destroyer erases the embarrassment (still, that incident is really gonna STING for a while!), and a fifth destroyer sinks the other transport to the south.


All right, folks, time for the MAIN EVENT!

Image102_ArbelaOffensive.JPG


I lied about taking Arbela this turn. :D The city is defended by two tank armies and at least four MI's, and it's size 24, AND it's on a hill. Sorry folks, it is simply not gonna happen. Shelling by Ottoman artillery units kills 3 Persian citizens, destroying most of the buildings (including the barracks--destroying that is a necessity) and modestly denting the defending troops.

After the shelling, air recon reveals a radar tower just behind the city.

In 1625 AD, I move my entire offensive force up a tile, so I can shell the square with the radar tower and then take it down next turn with a couple of tanks. Taking Arbela itself will require a LOT more work. Expect a few more turns of pounding by artillery before I even think about sending in the tanks.

Oh yeah, and this happened:

Image103_Manhattan.JPG


YIKES. Things are about to get a lot more interesting. :nuke:

Meantime, Babylon is shrinking fast:

Image104_BaylonAfter.JPG


Carthage has made peace with Babylon, but that's not going to help much.
 
Some peculiar things I noticed last night:

#1: One of my tanks was duelling a Persian tank. During the battle, I hit the Windows key in order to get at the Windows taskbar and add some notes to the Notepad file I use to scribble down what happens over the course of the game (Civ3 does NOT cooperate well with Windows XP, and tries very hard to hang onto the CPU and desktop). When I returned to the game, I noticed that both tanks were damaged but still alive--and they were no longer shooting at each other. Windowing out apparently caused them to just plain stop shooting.

#2: Shelling Arbela on a previous turn. Doing this one artillery unit at a time is really tedious. I was in this grind where I had the mouse cursor on the city. Hit B key on keyboard, click mouse. Boom. B, click. Boom. B, click. Etc etc etc. During one shot, I hit B too soon, the game mis-registered the mouse click as a plain click on a different part of the map. Then, the next time I hit the B key, my next artillery unit gladly took a shot at a square that was WAY out of its range! Better yet, the shot was a hit! There's some kind of bug here that allows artillery to hit stuff four squares away if you time it right.


1625 AD: I really need to have more artillery at home, so I switch three cities to building more. I turn research down to 60% to bring in more gold; pretty soon I'm going to have a lot of tanks to upgrade, and I want to be able to make use of them quickly.

The two Persian armies in Arbela attack my assault force. Both are at about 50% health. The first army is destroyed and inflicts no losses, though my defending elite MI is red-lined. The second army kills a veteran MI. Another Persian tank does the parade thing at Flipopolis. Gotta love how they attack one at a time.


1630 AD: Next round at Arbela. All artillery units, fire at will! This salvo destroys a few more buildings, mildly damages the defenders again, and drops the city to 13 citizens. This is gonna be a long siege.

War weariness is starting to set in. Nothing much else happens.

The Persians kill the Ottoman tank that destroyed the radar tower behind Arbela. Then a Persian MI sneaks into my territory and starts pillaging a tile in my territory that has SALTPETER on it. HELLOOOOO Persians!! Saltpeter is obsolete!!!


1635 AD: Arbela is reduced to a size 1 city. At this point, I have better luck hitting the defenders, but I don't manage to do more than one point of damage to any of them. There are at least five MI's in the city.


1640 AD: My artillery this turn produces thoroughly dismal results. Despite having nothing else to hit, they are unable to peg Arbela's defenders with any reliability. I find myself in the same predicament the Germans ran into while besieging Stalingrad during World War II: heavy shelling simply created more rubble for the defenders to hide in. The Persian army is now down to 30% health, but the MI's in the city are only lightly wounded; one has taken 2 damage, the rest only one damage. With no barracks in the city, Arbela's defenders are still healing up as fast as I damage them.

All right then. If that's the best I can get, then it's time to send in the tanks.

The ensuing battle is the bloodiest in Ottoman history. Attacking tanks get destroyed one after another. Little by little, however, the defenders are bled dry. Ten Ottoman tanks are destroyed, and finally, Arbela is in Ottoman hands!

Boy, did I ever have to earn that one.

Two Persian MI's pillage an oil tile up north (big deal--I've got another near my capital city, and the Persians are NEVER going to get anywhere near that one!). Arbela is hit from two directions by tanks and MI, but my troops are dug in and hold the position.

My cities now all have free hydro plants in them--and those that built coal power plants still have those, too. Hmmm....evidently the code for capturing Hoover Dam has a few bugs in it. At this point I save the game and experiment a little. Selling off a coal plant right now (on the same turn I captured Hoover Dam) causes the city's shield production to drop; evidently the hydro plants aren't "really" there yet. Next turn, selling off a coal plant has the results it should; the hydro plant takes over for the city, and shield production doesn't change. Odd.

At the moment, however, my grip on Arbela is tenuous (and there's the risk of a flip), so I keep the coal plants for the time being. I might sell them this turn, but I'm not sure yet.

Next on my hit list is Intombe. This city has been a thorn in my side the entire game, and I really need to get rid of it. There are three radar towers around the city:

Intombe.JPG



Further updates later tonite. Stay tuned!
 
1645 AD: Ottoman forces close in on Intombe from three directions. Each prong of the offensive is aimed at one of the radar towers around the city (marked in red circles; the pic below was actually taken in 1650, after the west tower had already been dropped--that's me being disorganized with my screenshots):

Image105_IntombeOffensive.JPG


The Persians make another attempt to retake Arbela. I have two full-health MI's fortified in the city. Two tanks and an MI attack the first and kill it. Then they keep coming. Two more Persian tanks attack and die, but each inflicts damage. Then a Persian MI attacks, and dies, but RED-LINES Arbela's last defender!

And THEN a Persian TANK attacks from the opposite direction. Things aren't lookin' good for the Turks here! But once again, the Ottomans' fighting spirit proves indomitable; the badly-wounded troops hold the city!


1650 AD: First off, I reinforce Arbela. Then I end up policing my territory yet again; a stray Persian MI is making trouble in the northwest corner of my empire. A tank takes care of that--with an unexpected bonus!

Image106_LeaderGag1.JPG


Hmmm.....seems this tank has an attitude problem. I give him a brief reminder who's the boss:

Image107_LeaderGag2.JPG


Glad to see we've got that settled. :king:


Civil disorder is becoming a serious threat. I'm going to have to conquer Intombe fast, and that's going to be the end of this war. I'm now seriously considering switching to Monarchy or Communism. Note to self: make sure the other guy starts the war next time.

An artillery barrage and a tank take down the radar tower west of Intombe. The southern tower is shelled from Point Blanke; there are five artillery there, but the ships based in Point Blanke are needed to assist in the shelling and red-line the MI guarding the tower. An Ottoman MI finishes the job. The east tower is shelled from across the sea, just north of Point Gratha. That one is fortified on a mountain, and proves very tough to dislodge.

Once all three towers are down, 33 artillery shots land on Intombe. I count five defenders in the city, and all of them take damage. I have ten tanks within striking range of a size 12 city on desert. Doesn't sound too bad.

All ten tanks end up seeing some action. Six are destroyed. A red-lined MI is still defending the city, and I don't have any more tanks within reach this turn! Failed offensive, right?

Wrong. An Ottoman MI goes to the attack, and kills that last Persian defender.

Then I discover he's not the last defender. There's another red-lined MI defending the city.

Okay, okay, fine. I get out another MI and kill that last Persian MI.

Turns out he's not the last one, either! Now there's a red-lined Persian tank.

C'mon, gimme the damn city already!!!

Yet another MI goes to the attack, and FINALLY Intombe is conquered! (This one isn't razed.)


And that's it for the latest war against Persia. War weariness is seriously straining my research and budget. New Zimbabwe is actually starving--entertainers were the only way to keep the city from doing the disorder thing.

After peace is declared, I end up having to go through every single city in a rather large empire, and setting all the laborers back to where they were before civil disorder forced me to start rearranging everything. :mad:

The big question now is: Monarcy or Communism? I've got several highly specialized high-production cities in my home territory, and Communism will seriously stunt those until I can get my other cities built up. I haven't played a Communist regime in Civ. Ever. Not in Civ1, either. Mostly due to the fact that I'm a paranoid conservative wing nut who really doesn't like Communism. :D

Then I remind myself (again) that I've been pillaging whole cities and enslaving massive numbers of people. Ethics really should not be a problem for me at this point. :)

The tech race is pretty even. Persia, Rome, and Carthage are all ahead of me by Nuclear Power; I'm ahead of Persia by Ecology. Other than that, everyone is neck-to-neck. I really don't want to trade Ecology to Persia; that would put them a lot closer to modern armor. Of course, Persia is no longer much of a threat to me at this point.

Okay, back to peace-time empire-building. Catch ya later, all!
 
One final treat for the night.

Watch closely. Blink, and you'll miss it.

Image108_Tanks1.JPG




Image109_Tanks2.JPG


33 veteran Industrial Age tanks just became modern war machines. Yes, in one turn. Was freaking expensive to do it..... :eek:

I had 10 elite tanks also (one of which is the GoingPlaces brigade). Sadly, upgrading the elites turns them into veterans again. Oh well. Guess I'll just have to turn them back into elites again, using Persia for target practice.....

Another note: upgrading a Named Elite unit (i.e. one that spawned a leader) doesn't erase its name. So the GoingPlaces brigade is stuck with its cheesy name..... :D
 
I bet hat was annoyin bein promoted to modern war machines and then findin out they were put down to veterans still at least it will give you more of an incentive (sp) to rid the world of Persia..Gl as well
 
Own said:
Welcome to CFC [party]

I just love saying that.

Basket, I thing you can only rename units whenever you want to in Conquests. Or am I wrong?
You can rename a unit in PTW by selecting it and then hitting SHIFT-N. Turns out you can rename leader-spawn units too. You know something? I always thought names selected from leader spawns were permanent? I didn't know you could change those until just now. :)
 
BEFORE

Image110_PersiaBefore.JPG



AFTER

Image111_PersiaAfter.JPG


Short version: those 42 shiny new modern-age tanks were just begging to go blow something up. Okay, okay--despite having just made peace only four turns ago, and with war weariness still prevalent in my cities, I trash my reputation further and declare war on Persia again.

The theater of battle is shown below:

Image112_StrategicView.JPG


First target will be Gordium, up north. I load my Army with 3 MA's, then send it around Gordium to destroy the radar tower behind the city. Army kills Persian infantry guarding the tower. Easy win. Victorious army. Heroic Epic and Military Academy enabled for construction:

Image113_Gordium1.JPG


Then Gordium is conquered:

Image114_Gordium2.JPG


Unfortunately, my war plan requires me to capture the city rather than bulldoze it. :cry: The capture of Gordium changes the cultural borders, so my tanks can now take the railroads to the new border; from there, Sidon is 3 squares away--and so Sidon is taken the same turn. A radar tower just south of Sidon is covering Persepolis. Since Persepolis will also be getting hit this turn, an Ottoman tank removes that tower.

Then, down south, there's a third radar tower between Persepolis and Bactra. It's within 3 squares of the border, so I send another tank to eliminate that one:

Image115_RadarTowers.JPG


Then I send more tanks to conquer Bactra:

Image116_BactraTaken.JPG


Same deal again. City captured instead of razed. Cultural border changes. Now my tanks can hit Persepolis this turn!

This kind of chain reaction conquest is usually only possible with cavalry, Panzers, or Modern Armor, and then only if the map is liberally salted with railroads. Capturing one city brings its local railroads under your control, railroads allow you to move troops to the new front without using movement points, then another target comes within reach. The first time I discovered this trick was in a huge-map game as the Romans--my tanks conquered twenty cities in a single turn!!! :eek:

I have 19 tanks available with which to hit Persepolis. My artillery barely even makes a dent in the city. My tanks kill several Persian defenders, but the Persian capital holds the line.

Next turn, every single tank I have is damaged, so they all retreat to Flipopolis for repairs. Since almost all of them are on captured railroads at the start of the turn, they reach Flipopolis without using any movement points; they'll be fully repaired for combat next turn.
 
Back
Top Bottom