My Huge Sid Milk Run

Your quote is from page 4...

I presume this is because war happiness wears off after a while?

When someone declares on you, you get -30 war weariness points. When you have accumulated war weariness points to bring you back above 0, then war happiness ends. If you can avoid getting war weariness points, then war happiness can last forever.
 
Thanks for that. I'm all caught up to page 12, so no more bothersome intrusions for now. There are several advanced tactics you've employed here that will undoubtedly be useful for up-and-coming players who read this thread in the future.

One very minor query...what did you do with all the settlers you rushed in Istanbul (or other Ottoman cities)? If you settle new towns with them, they would populate with an Ottoman citizen and be a flip risk, correct? I'm guessing you've kept them in reserve? Is a settler produced from two foreign citizens free from upkeep similar to a slave?
 
I don't usually rush settlers in captured cities - I usually prefer to build workers instead, but the couple of foreign settlers I built did found new towns pretty quickly. The settlers would have been free from upkeep, and the towns they founded do have a flip risk, but I don't think the flip risk is very significant for a town with only 1 foreigner and no foreign culture and no tiles that overlap with the foreigner's homeland.

If I had something like Steam Power, then I would have more likely held them in reserve because I could transport native settlers to the front instantly, but as it was, I just opted to build the new towns with whatever settler was closest.
 
If I had something like Steam Power, then I would have more likely held them in reserve because I could transport native settlers to the front instantly, but as it was, I just opted to build the new towns with whatever settler was closest.

What Chamnix is saying here is key. Early in the game, hopefully you are destroying the first few civilizations completely anyway, so there won't be a problem with building some non-native settlers. And the ones that do flip can be captured back very quickly.

Once railroads are online, you can flood the battlefield with settlers.
 
Further to that, if you're settling with foreigners in the early game, there's probably not a big disparity in the distance-to-respective-capitals, which factors into flip risk probabilities.
 
IBT – More of the usual. The Russians start frigate-bombing my corrupt land in the south of the former Ottoman empire. The huge Aztec stack goes SE further into my territory, but it is all defensive units.

890 AD – More bombardment of the Aztecs leaves a ¾ musket on top now. I kill a couple of muskets on top of the stack because there is no point in not using a fully healthy army. By the end of turn, the Aztecs are down to a mere 98 units although they still have a ¾ musket on top.

I decide to try mostly ignoring the Aztec cavalry – they have shown no interest in attacking my cities guarded by armies, so I will bypass them with my lead troops so I can keep capturing towns, and my rear troops will handle the killing of loose units. The Aztecs haven’t shown any fight at all, so I just want to capture their towns as quickly as possible – it doesn’t seem necessary to go slowly.

The Aztec town of Umfolozi falls.



In Russia, 3 cavalry armies are adjacent to Moscow – next turn they will heal (they lost a couple hps passing by Cossacks on their way down), and in 910 AD, we will capture the Great Library.

 
Three 4 cavalry armies vs. fortified rifles. Fortified rifles in a (flatland) size 21 city have a defense rating of 15. Call me a pessimist, but I don't think you'll take Moscow that quickly.
 
You're a pessimist :p. I have 49 hps so I am favored against up to 9 rifles. I think the rifles defend at 14.1 which would even make me a slight favorite against 10 rifles. It's not a slam dunk, but I can always stop and heal while waiting for the 4th army to make down there if the battle starts badly.
 
IBT – A Mongol cavalry comes into my territory through the Aztec lands. I was a little concerned about seeing a flood of Mongols coming my way, but since they are at war with their neighbor Russia, there shouldn’t be too many.

The Aztecs split up their huge stack. The injured units head north to try to get out of my territory. The healthy units split into 2 stacks of 23 spears each, and 1 spear stays behind to pillage a tile.



900 AD – Start by hurling lots of objects at the Aztec spears. After all bombardment, the top unit is still ¾, but there are only 6 units that are that healthy. One complete stack is eliminated at a cost of 1 veteran cavalry. My elites failed to produce another leader.

Mpondo falls, so a connected source of silks is now in my territory. That is my 4th native luxury, and I’m importing 2. I don’t need them all right now, but they will be helpful once I make the Hanging Gardens and the Temple of Artemis obsolete.



Armies #5 and 6 on their way to pillage Russia stop and kill 4 Cossacks each because they were blocking the way. The advance armies rest up for their big day coming in 10 years.

Hlobane falls.



The healthier armies continue the relentless push northward.



 
IBT – Not much. The Aztec spears continue forward, and a couple more cavalry appear. Most other Aztecs run away. The Russians have a long line of ships heading down my eastern coast, but the worker wall is still intact where they are.





910 AD – Start with the usual entertainment of bombarding Aztecs. The top units on their spear stack are 2/4 and several are redlined. The general slaughter of men in green continues. The entire spear stack is killed as well as several other units without any Iroquois casualties.

New Ulundi is captured so all those mountain roads belong to me which should slow down the enemy cavalry.



New Bapedi is razed because I don’t want any real fighting against the Russians or Mongols in this area – it would be too much of a distraction.



Ibabanago is captured.



The recent armies sent to pillage Russia can’t make progress again, but they heal this turn instead of attacking again.

The all-important battle for Moscow was somewhat nerve-racking, but it had a happy ending. It was guarded by 8 rifles, and my armies all survived with 5, 5, and 2 hps remaining, but the city and the Great Library were ours.



Of course I can’t stop now – 1 more turn…



IBT – In my excitement over the Great Library, I left a worker and several bombardment units unguarded within Aztec reach. I’m sure I’ll recapture them eventually – as it turned out, the Aztecs left them unguarded also :lol:. The Americans send a bunch of knights to western Ottoman territory – I don’t want a real war with them, but at least they are only knights. All the Russian units in Ottoman territory turn around and hurry homeward to help recapture Moscow; a couple Cossacks get right up next to Moscow.





And the techs start rolling in. I get all the way up the Free Artistry route but don’t get Economics or Music Theory (which I’ve never really understood since everyone has it). In addition to Nationalism, Steam (and I have coal :high5:), and the expected government techs, I also get Medicine, and there is a somewhat interest tech situation.



The Russians broke the normal rules and got Electricity early, so they are almost certainly working on Replaceable Parts (unless they have it already but lack rubber). I think I will sign peace with Russia so I can attempt to steal Electricity and trade it for Industrialization. I’d like to keep my armies pillaging Russia, but I would probably lose 3 of them anyway if I continued the war. I might as well pillage what I can reach before signing peace just for old times’ sake.

I can now tell that I have 3 sources of war happiness remaining. Those would have to be the Americans, Zulu, and Mongols. Unsurprisingly, I lost my war happiness against Russia and Aztecs.



920 AD – Back to work. My bombard units don’t have much in range right now, but they do what they can. They do guarantee a couple more elite victories, but I seem to be in a leader slump lately. The Aztec city of Cempoala is next to be captured.



I pillage some more Russian tiles and kill a few Cossacks and capture a few workers in preparation for peace talks.

And I begin the exciting job of manually railroading with almost 500 workers. The first task is a railroad stretching from my core to the Aztec front. If there is a choice of paths, take the irrigation because I will be in anarchy at the end of this turn. I didn’t get all the way to the front – I’m still about 1.5 cavalry moves to get there, but I feel safe enough to tear down the worker wall, since I’m sure I could get units back to my core if needed. Many warriors from the wall head to the front as well to help quell the stinkin’ resistance in former Aztec towns.

And finally on to diplomacy. I don’t want a permanent peace with the Russians, so our peace treaty will be tied to alliances. I check to see if I can get Electricity, but as expected, they won’t sell it for my entire economy. We agree to peace and alliance vs. the Mongols, Zulu, Americans, and Aztecs, and I give my world map and 56 gpt. Next, I give them ivory and 280 gpt for gems and 2408 gold.

With 4489 gold in hand, I attempt a safe steal of Electricity and succeed. The Russians do not have Replaceable Parts (or Scientific Method) yet.

The Ottomans are unwilling to part with Industrialization for Electricity, 593 gold, 321 gpt, horses, iron, saltpeter, and ivory. In fact, they are even insulted by that offer. I guess no means no.

Can I afford to go into anarchy now? I think so. It may be close, but I am giving the Incans significant gpt which will end soon. I’ll just have to hire as many taxmen as necessary.

I abandon Moscow and revolt drawing 7 turns of anarchy. There are several cities that will need some serious railroading during anarchy, but I think population lost will be minimal, and most cities will continue to grow strongly.

My treasury is at 593 gold and -255 gpt, but even if the Russians don’t break our deal right away, I think it will be easy to find another 100+ taxmen.

And that ends a fairly exhausting turn.
 
:clap:

I can't stand moving around hundreds of workers at some point and probably that's my greatest loss in efficiency, so kudos to you for putting up with it.

I really have little doubt that you can win now that you have railroads, Cavalry, and soon artillery + infantry.

I'm not too surprised that you couldn't trade Electricity. Huge Sid 1st civ prices are usually worth about twice the whole value of your economy, hence why I usually find it necessary to steal unless I can get it at 2nd.

Keep at it. :king:
 
I'm learning on the fly and trying to implement some of your insightful strategies. Tried the something-tied-to-peace-treaty ploy and when it expired, the trading screen immediately popped up and my enemy said "How about this...Peace Treat for Peace Treaty?" If I refused, I would have declared. If I accepted, I'm committed for 20 more turns of peace. I wanted neither.

I'm presuming this happened because I have "Always reneg deals" checked in my preferences. Am I right about that? What setting do you use? No harm done in this case because I wasn't ready for war so the extra 20 turns of peace didn't hurt me.
 
I don't keep always renegotiate deals on, but a peace treaty tied to something else will usually pop up regardless of settings. You have to watch when the deal is about to expire, and then you call up the AI before they contact you, and then you can renegotiate peace again and tie it to an alliance again or whatever you need.
 
IBT – Incans and Ottomans sign peace. The Americans send a bunch more knights down, and I get a front row seat watching them battle Russian Cossacks and rifles :D. Unsurprising the Russians get the better of the battles, and they even pick up a Great Leader. Cathy throws my armies out of Russian territory.

The Mongols and the Incans learned Nationalism.



930 AD – Cempoala has too high a flip risk – I think I’ll have to abandon that one. Most of the flip risks so far have been very manageable, no doubt because many of the citizens belonged to the cultureless Zulu. Cempoala is 7-16%.

I bombard the Aztecs formerly known as the hundred unit stack and continue to fish for leaders, and I pick up 3 leaders out of about 10 elite wins. I think the slump is over. The once mighty Aztec stack is down to a dozen units, all redlined.



Since there is no need to guard my western flank against Russia anymore, those units are now free to join the Aztec assault.

The slow worker management continues. I didn’t get to extend the Iroquois Central-Aztec Express as I emphasized railing irrigated grass in cities that were in danger of losing a citizen.
 
Comments from the peanut gallery requested :) –

1. Raze Aztec cities or capture them? The Aztecs have roughly twice as much culture as I do, and I will not eliminate them that quickly (they have some cities off the mainland which I won’t get to for a while), but the instant boost in population from capturing a city is always nice.

2. Next research project (once I’m out of anarchy)? I’m assuming the Russians will get Replaceable Parts for me, and the Ottomans have Industrialization so I think my best bets are Scientific Method or Sanitation, but which?
 
DaveMcW's list ranks Sanitation below Scientific Method. I'd guess the same. Do you plan on building ToE? If so, which techs will you take? Do you plan on factories? Any artillery proper?
 
If I can, then I will build the ToE because I will pick better techs than the AI. I don't think it matters too much which techs, since I don't really need much of anything after Replaceable Parts until mass transit centers. I would probably go with the expensive Atomic Theory and Electronics just to speed the way to the Modern Age. For all I know, the AI would choose Economics and Ironclads.

I'm not sure about factories. If I get the ToE then Hoover certainly makes them more attractive.

I doubt I'll build artillery from scratch. I'm hoping not to need it at all, but if I do, then I'd probably just capture Leo's and upgrade a bunch of the stuff I have.
 
Now that you have rails, I don't think you need much more than your Cav armies to eliminate your enemies (except they have RP).

I lost track on the number of cav armies you have, but I think now you can cut through your enemies like a hot knife through butter, or am I mistaken here?
 
I agree - I think I have somewhere around 40 cavalry armies, and I don't expect any significant resistance except from Russia and only if they have rubber. No one else should make it to Replaceable Parts, but infantry in Russian metros could be a little annoying without bombardment.
 
I doubt I'll build artillery from scratch. I'm hoping not to need it at all, but if I do, then I'd probably just capture Leo's and upgrade a bunch of the stuff I have.

Like you said, it depends on whether they get infantry . Cavalry armies are good, but not good enough to consistently beat stacks of infantry. I find even on Riflemen, they don't actually dominate every round. :confused: That's something that has always bothered me since the Cavalry army is not really the invincible unit, despite how much it is exalted. Mainly it can just move very quickly, pillage, and cover stacks. As time goes on, it doesn't seem as effective at assaulting cities and that's where I find artillery is necessary.
 
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