PH17: pholkhero and the Holy Grail

I've spent the last couple of days digging out my driveway, digging out other driveways, daring death by traveling the roads, then digging out all those driveways again. And finding new and creative ways to get my car stuck (OK, that didn't really happen, but I saw many who did). So. Haven't had a lot of time for Civ just yet. Heh. Though I'm willing to bet that I'm not the only one.

I think that I'll have a chance to play a bit tomorrow..

Also, I find the christmas color scheme atrocious. But I hope everyone's had a good holiday nonetheless.
 
OK, I've been a bit of a loser, but I've had less free time lately than I've thought. I promise to play tomorrow! If not, uhhh . . . . Well, shouldn't be a problem.
 
yes, yes...happy happy and merry merry to all. this color scheme DOES suck, and if there are no turns by tonight, i'll play some and you'll need to play from MY save.

Ho ho ho
:)
 
and if there are no turns by tonight, i'll play some and you'll need to play from MY save.

Ho ho ho
:)

WHOA! Let's not get crazy here! :crazyeye: :lol: I'll be booting Civ up in just a few minutes, so hopefully you'll get to have a save from a semi-sleep deprived, confused fellow. Heh heh.
 
The Shame of Whosit the Liberator

Inherited Turn 379, 1738 AD

The reign of Nocho the Ready saw the beginning of a great Golden Age for the Russian Empire, as well as the start of a successful war campaign against the nefarious Chinese. However, despite many successes at home and abroad, civil unrest and growing agitation against the war effort forced Nocho to step down. The Russian Congress immediately convened to to elect a new head of state. They chose a little-known but up-and-coming official named Whosit. Though the Congress hoped that the new prime minister would follow in Nocho's footsteps, change was afoot.

Seeing as the nation's wise men believed that Russia's Golden Age was coming to an end, Whosit used emergency powers to order a reorganization of the government. The people's spirits were high, and they quickly adopted the new civics with little fuss. Knowing that civil unrest was growing, Whosit abolished slavery and adopted the Mercantilist practices of Russia's neighbors. He briefly considered granting Universal Suffrage, but decided that the benefits were too little.

PH17Civics.jpg


Economists agreed that the changes were of great benefit to the empire. Here are the changes that occured:

Before Civic Changes:
738 beakers per turn
-275 gold per turn
Artillery: 11 turns

Immediately after Civic Changes:
794 beakers per turn
-266 gold per turn
Artillery: 10 turns

After Adjusting Tiles and Specialists:
828 beakers per turn
-266 gold per turn
Artillery: 9 turns

Research was changed to Steam Power (7 turns). Artillery pieces are projected to be too costly to produce en-mass at this point in time, although a few cities would benefit greatly from Levees.

In other news, Whosit charged the Mongols a bit more for Ivory, and sold Sheep to Spain for a nominal fee.

St. Petersburg was ordered to interrupt the construction of a Cannon crew in order to build a Granary, because somehow the city had never built one, or perhaps lost it at some point.

-End Turn-

Turn 380, 1740 AD

Unfortunately, all good things must end. Russia's Golden Age comes to a close, and with it, much of the wealth. Research plummets to 696 beakers per turn, and Russia's treasury will soon run out, meaning that 100% research will no longer be possible.

News from Mongolia is that Khan produces a Great Scientist.

Beijing has been reinforced, and Qin Shi Huang has surrounded himself with a number of Riflemen skillfuly trained in the art of defending cities. Our Cossacks do not even have 1% odds of winning a battle. Howevever . . . they may be able to withdraw. The other option is to wait and see if the Mongolians or Spanish attack the city. On the other hand, there's a small chance that they might take the city themselves. We outnumber our foe about 2 to 1, or 4 to 1 if you only count the Chinese Riflemen.

After great consideration, Whosit, now known as the Liberator, decides that Fortune favors the bold and orders a charge. The first Cossack, with Flanking II, manages to retreat from battle after doing minimal damage to the defender. The second Cossack also retreats, but does a bit more damage as well. A third Flanking II rider does not make it out alive, however.

However, there are cheers as a newly promoted Flanking I Cossack nearly defeats a Rifleman before being forced to retreat!

PH17Combatresults.jpg


Another Cossack dies in the attack. Then a retreat.

At this point, I think I have to know when to call it quits. The Chinese Riflemen are injured, but at the rate things are going, we'll pull a Khan and hand Beijing to the Mongolians, if we have not already. We will have to bide our time and wait. No sense in throwing good Cossacks in after the bad.

Let's see what happens.

-End Turn-

Turn 381, 1742 AD

Novgorod: Cossack > Airship
Yakutsk: Theatre > Granary

Research is reduced to 0% and cities are configured for maximum commerce in order to build up some extra cash for more deficit spending.

Little else to report this turn.

-End Turn-

Turn 382, 1744 AD

Vladivostok: Granary > Library

Mongolian and Spanish troops are massing outside of Beijing. Hmmm . . . .

-End Turn-

Turn 383, 1746 AD

Novgorod: Airship > Airship

Explorers near Vladivostok discover texts in old ruins that give clues to Steam Power. I choose not to fund additional explorations, however.

PH17Exploration.jpg


It appears that Khan attack Beijing, but did not do significant damage. I'm not sure whether to wait another turn, or to attack now . . . . Our own odds aren't very good now, either.

. . .

Patience, then.

-End Turn-

Turn 384, 1748 AD

What? What??

Qin Shi capitulates to the Mongolians?! They never even took Beijing!! Whaaaaaat??

Whosit the Liberator promptly hangs himself. As his conciousness fades, he sees what might have been . . . . The conquest of Beijing, though at heavy casualties, and the capitulation of China to Russia. (Explanation: I went back to the last turn to see if I could have taken Beijing. I could have.) Ah, Death's sweet embrace.

So, yup yup. I royally screwed up. It never occurred to me that China would capitulate without putting up more of a fight. Khan never even got close to breaking through Beijing's defenses. Much as I wish I could use my alternate reality, it just wouldn't be right.
 

Attachments

dang! good tale, though a tragic end! :goodjob:

what's left for us? taking on Mongolia?? Anyone see a chance of that in the near-term??

Talamane is up!

ROSTER
pholkhero >> on deck
nocho
mc red
Whosit >> just played
talamane >> UP NOW
 
perhaps?
Civ4ScreenShot0000-11.jpg


the key is, i think, old mongolia. if we take his original core 4 or 5 cities, we should have the game in the bag.
 
Hmm, I dunno . . . but that's probably our only shot. I don't think that we should rush into it. Keep in mind that we are now literally surrounded on all sides. One of the cities we took from China is surrounded by Chinese culture because Beijing never fell. We'd probably have to abandon that.

Railroads are going to be a must, so we should probably finish Steam Power and do Railroads, then go for Factories and Infantry and try to leverage our production potential. We don't want to wait too long, of course.

So, my thoughts . . . a semi-mobile defense force on the east to try and intercept anything coming from there, and a huge bludgeon at the west that will be able to crush anything in its path, and hopefully draw enemy forces to it. We will need a metric ton of siege units. Whether or not we stick with Cannon or move on to Artillery, we should probably have our production cities on Cannons now and forever until we can get Infantry. I was doing some Airships because they are more mobile, but they're probably not worth it now.

I don't think Cossacks are going to do us much good any longer since fortified Rifles can still tear them apart. They will still be useful for domestic defense and skirmishing, I think.

Anything we do is going to be an "all in" bet, I think. And for the sake of all that is good, let's make sure that Khan is at Friendly until WE want to fight.
 
So, yup yup. I royally screwed up.
But you didn't lose Tokyo! :goodjob::lol:

So now we'll basically get an AW against three immortal AIs, nice! At least we can choose when to start, as long as KK remains friendly. Unfortunately our army is trapped in Nanjing and Qin won't open borders just yet. Maybe we should gift it back to him? Ideally we could make him break free, but his pop count is rather low as compared to KK even after gifting Nanjing. Anybody knows what would happen to our army in that case? Just be teleported away?

Anyway, pumping siege is probably indeed the only sensible thing to do. And draft like hell, to beef up defence in all our border cities. :cry::lol:

Well, the game got a nice twist, to say the least.
 
But you didn't lose Tokyo! :goodjob::lol:

:lol: :lol: :lol:

Rendered only slightly moot by the fact that we don't own a city called "Tokyo." :mischief:

Anyway, didn't even think about the fact that our army was trapped. If we gift the city back, it will teleport our troops to the nearest legal tile, as far as I know. It would be a shame to gift back the city, but it will probably be useless to us, anyway. Maybe we could just leave our army there and attack out of it once the next war starts?
 
We have no open borders with QSH, and it will take 8-9 turns to get the rifles and cannons back to our world, half that for the cossacks.

I've played 5 turns, got steam power, and started on arty, but no beakers yet. Should we go arty or assembly line? I really would like a consensus here. Arty gets us anti-tank which should help a bit with the airships, and arty of course. Assembly line gets us infantry of course and factories, but i feel it's a bit long winded before we get some mileage out of it. The two cities that can build levees have started on them (Moscow and St Pete).

Should I start moving the units out of Nanjing? I was thinking to leave a few rifles there, and let them teleport if and when we hand it back to QSH.

I have been putting all recently built units in Moscow and am running a pair of airships out of Nanjing and Moscow, reconnoitering every turn.
 
I generally prefer to get Assembly Line before Artillery for a few reasons: Assembly Line gives us Factories and Power Plants (coal, in this case). The production bonus is enormous! I understand that humans are generally better than the AI at exploiting a superior production base. Second, Infantry are a bit more general purpose than Artillery, and Cannon can still suffice for a bit.

Though I guess the real big reason I'd do Assembly Line first is the Factories. You can then start Teching Artillery, and by the time all the Factories and Coal Plants are done, we should be ready to build both Infantry and Artillery. Although I often skimp on the Coal Plants (total +4 unhealth: 2 from coal, 2 from power), we should probably build them, too, since it's worth +50% production (so 100% with the Forge and Factory total). Probably a good idea.
 
If war is far away still (and I guess it is) then I also prefer assembly line first as the more all purpose tech. Then artillery. And then nukes. :mischief: Yeah, playing the SGOTM made me like those toys. :D
 
i think, all things being equal, we get ass line, and boost our production potential BEFORE we take on khan. I think (read: "hope") that the vassals will be poufters and fold rather quickly, and by moving fast on the east, we can take one city and maybe 2, turtle up for the counter-attack, and then move out? idk....the game's been wacky so far, so who knows? :confused:
 
Chances are that Izzy is as weak as ever. Qin never lost Beijing, and still has cultural control over a large part of his original territory, so he may still be a threat if we cannot neutralize him quickly.

Oh, I think that we should tech: Assembly Line > Railroads > Artillery > Fission?

We need better mobility to wage war.
 
Some notes:
We have a great merchant parked in St Pete. He can bulb 1900 beakers towards railroad, if we wish.
We are twelve turns from assembly line. KK has railroad. His minions do not.
I have a couple of idle workers parked between Moscow and St Pete. I couldn't think of anything for them to do.
I started Scythian on M Statues.
Our cossacks are parked near Moscow.
We are at 50% science, losing about 30 gpt per turn.
Cuzco is working on a bank, then a lighthouse. Once it has a bank, its income will exceed that of Moscow and Yaro.
There was a chinese uprising in Nanjing.
We have 0.6x KK's military :cry: and twice that of QSH. KK blew some esp points on something, because we can see his mil strength now.
Had to blow 49 g on saving the theatre in Ollan because of some gay event.

OurArmy.jpg

Our army wends its way back to our homeland. They are two turns from reaching Moscow.
 

Attachments

doh! and all this time, i thought we were waiting for you! my bad!! :lol: I was just checking into the thread to yell at you :mischief:

will play asap and post hopefully tonight.
 
Although QSH and KK are good buddies, Izzy hates KK. Thousands of years of hate are not a problem for her. :mad: If we can knock KK's standing down far enough by razing four of his core cities, she should break away from him (is it still 50%?). We can then bribe her to DoW on him and generally just raise a ruckus. Easier for us to kill her later, if necessary.

We need to build some rifles to firm up our defense in the east (Ollan, Cuzco, etc.)
 
Back
Top Bottom