Rat 09 - going for conquest

okay. Will play tonight then. Sorry, my schedule's been all messed up lately due to overtime... gotta rush everything before everyone takes off for the holidays :p
 
Turn 0 - I decided that we have enough to conquer this continent while we build our overseas force, so I decided to veto the Military Tradition and take care of some pressing needs, i.e. Emancipation. I also queued up the science in this order (next person can veto). Constitution(Jails) -> Democracy(emancipation) -> Corporation (money for infantry upgrades, prereq) -> steampower -> Assembly Line (Infantry, Factories, Pentagon).
I also did some MM in the unhappy cities.

IBT - 2 catapults attacked our newly captured city, Elephantine. One withdrew, and 1 actually killed our rifleman (albeit, injured, but still). Which reminds me.. I think we forgot about our "raze all cities" rule again :p

Turn 1 -

I decided to make Ravenna the Ironworks city. Antium is the one with the most production at the moment, but Ravenna had more potential.

Queued up a few cannons in our cities.

we don't have enough units in the front lines to make a move, so healing while waiting for more units to be shifted to the front lines.

Turn 2 - same as last turn

IBT - Frederick cancels Ivory for Sugar... awful timing.

Turn 3 - People will starve next turn in a few cities.. so I switched from Vassalage to Nationhood, and Caste System to Slavery. This should solve the problem temporarily in our cities with barracks and if that city doesn't have a barracks, I'm whipping one :p Might as well since I'd lose citizens either way. We'll have Emancipation in about 6 turns.

IBT - Naval war near Pi-Ramsess, we lost 2 frigates, but we now control the seas near it.

Turn 4 - Whip, Whip, Whip. Electricity to Saladin for Steam Power and 40 gold. It isn't remotely fair, but I can really care less at this point as long as it isn't Mansa Musa ripping me off. Turned the Cultural slider up 10%, so we're running only 10% tax (small deficit) at the moment. Traded Silk to frederick for Sugar. What does he have against Ivory?

Frigates commence the bombardment of Pi-Ramsess.

Turn 5 - troops prepped to advance next turn. Bombardment continues.

Turn 6 - Advancing. Bombarding. Whipping.

Turn 7 - Revolt finished in Elephantine, at -4 food. Whip a rax, problem solved. Continuing advancement.

Turn 8 - 1 turn until Emancipation.. so whipping all kinds of stuff.. since this will most likely be the last turn we ever spend on slavery.

Turn 9 - Revolution! Pi-Ramsess Razed.. I took a screenie during the razing, but for some reason it didn't show up in my folder :(

Turn 10 - Attack Force resting for 1 more turn near Pi-Ramsess' old site. With Emancipation, Nationhood, 10% culture, our happiness problem is under control for now.

Rat09_Post_Emancipation.jpg


As you can see, the only city left with more than 2 unhappy citizens is Arretium, but barracks will be done there in 3 turns. I didn't see a need to whip there as it was still running a food surplus. There's only 1 city running a food deficit..which is our ironworks site and that can be alleviated by replacing a cottage with farm (I took an ungrown cottage tile from the neighbor).

Good luck, Rat!
 
save

Pre-Turn
wow, we have 9 unhappy faces in Rome due to WW, ridiculous
we are building quite a bit of infrastructure when I think we should build military to take out Egypt as fast as possible

IT Egypt comes and asks for peace, sorry won't happen

1. 1882AD
we can't quite get RR for democracy :mad:

2. 1884AD
slowly approaching Heliopolis

3. 1886AD
our convoy is now in front of Heliopolis, defeat a rifle in the hinterland

IT the hope that Egypt attacks our stack is futile

4. 1888AD
bombard defenses down to 18%

5. 1890AD
defense of Heliopolis are gone, but they have 7 defenders there
suicide a cannon and then start the attack
rat091890.jpg

move forward our units and see that the last Egyptian town is almost gone
war might be over in the IT

IT as expected, Egypt is history
we might as well fight Peter soon after healing and gathering more troops
assembly line is in and we can finally get some infrantry
combustion for oil next

6. 1892AD
get RR from Saladin for 600g and democracy, but we need it
what I do not understand, the war is over but we still have WW, is this a bug??? :confused:
save and reload to see whether that has any effect, no guess we need to wait 1 turn
found Viroconium and assemble forces in front of Byblos

7. 1894AD
the time has come for Russia, declare war
we got a Great Artist, useless fellow, leave him alone for now
take out a settler trio that has just exited Byblos
realise that cannons are pretty powerful, we need to order more of them
raze Byblos for 4gold only
found tarentum to fill the space

8. 1896AD
spot an English convoy that would love to grab some land that we are going to create
we need to fill that ourselves as fast as possible
slowly move forward to Orenburg

IT Russia takes out one of our frigates but loses one as well
we get combustion, tanks next

9. 1898AD
crawl forward towards Russia, this is really slow in Civ4 and WW is pretty fast
many cities unhappy again

10. 1900AD
England has landed in a real lousy spot, I am wondering whether they will settle there
attack Orenburg, lose a knight but city will fall next turn

we will have tanks available in 3 turns when oil is hooked up as well
Mansa Musa is eating Saladin alive
WW is high but I suggest to simply take out Russia now, only 4 cities left
there is a galleon/frigate with 2 inf and 1 rifle on the way

rat091900.jpg
 
Roster:
ThERat
Dimy - up
Greebley - on deck
Xarathas -

Thrar - on extended skip

Thought about the future. space race is a real threat, we need to take out Russia as soon as possible and then get ready to attack Mansa Musa, he is the real threat. Saladin is finished, but we can try and ally the rest against Mansa to stop him.
 
Lurker Comment: Damn... thread ends. Was really enjoying this one, some nice writeups and it looks like that conquest win will be a challenge! Good luck against MM...

Do you guys think keeping the cities would have made your progress slower or faster? You wouldn't have had to build so many settlers and would have conquered bigger cities, but you would have had to do lots of waiting and protecting rioting cities...
 
Do you guys think keeping the cities would have made your progress slower or faster?
That's a very good question and honestly, I don't know. We kept 2 cities by mistake, but whether that has helped remains unknown.
I generally think that conquest is very tough on a continent map. We couldn't even use our UU to its fullest since we were isolated for a long time.
At this stage WW is taking a huge toll and might just be responsible for the fact that we lose via space.

I plan to do another conquest game after this without razing necessity. Then, maybe it's easier to compare. Remember this is 'only' prince difficulty and we are already struggling.
 
lurker's comment: I'm curious so I looked at the save.

- Mansa looks way ahead in tech...he will get to space unless something happens to him. :devil:
- Too many infrastructure builds (banks, grocers, oberservatories, etc.). Focus on building military instead and you'll take over resources, which then increase your population (happy/health).

I'm stil trying to get better at the military aspect of this game, and it's hard. In my game now I have 40% science and 10% culture slider. :crazyeye:
 
On the issue of infrastructure vs military.. rifles and infantries are fine and all, when we're just trying to take over the Egyptians/Russians. I don't think that's going to cut it once we go overseas... We're going to need tanks and marines, and maybe even planes. There's just no way we're going to win many fights on that other continents with infantry and rifles alone. Which is why I left a lot of the infrastructure builds there and added a few myself. We need to get to tanks/marines ASAP so that we can actually build some before going overseas. In order to support our high science & expansions on that southern continent, we need those infrastructures. Sheer numbers may overrun an underprepared opponent, but remember what we saw at the english capital? If Mansa Musa doesn't have at least that (and better units) in his cities I'll be surprised. Add to the fact that he's in a war with Saladin, which means all his cities would've been pumping units for the last 10-20 turns, there's gotta be a sizable advanced force somewhere. Furthermore, all of his cities should be connected via railroads by now. If you land anywhere on his continent with a subpar force, I doubt it'll survive more than a few turns.
 
I agree on the infastructure...I just finished my turns, started building quite a lot of factories around for faster tank production...we might also want coal plants. The Russians are nearly finished now... should be possible to destroy them in the next turnset. We definitely need Tanks on the other continent... I think Mansa has Modern Armor already by now. He took about 3 cities from Saladin during my turnset! I'll post my full report asap.
 
Turn 0 1900 AD:
Shipping over the Great Artist to Alexandria. Depending on where the English are going to build their new City, I might try a Culture Bomb nearby.

Turn 1 1902 AD:
image033.jpg


Newcastle founded by the English on their landing spot… Will deploy a Culture bomb in Tarentum. :scan:
Orenburg is defended by 2 Rifleman, 1 of them has City Garrison 3 promotion but is also wounded (9.9/14). The city has 17% Culture Defence Bonus. We have 2 riflemen of which 1 slightly wounded (12.5/14), a wounded grenadier (8.8/12) and a near dead Cannon. It’s useless to sacrifice the Cannon, so I use him instead to bombard, defence bonus goes down to 13%. I decide to attack with the Grenadier..odds are 11,4 vs 11,7 which is oddly enough the best odds we can get compared to our other two units. The Grenadier does have Pinch and Combat III promotion though.

image034.jpg


He unfortunately dies… but the enemy rifleman is near dead, next I’m throwing in our fully healed Rifleman…the odds are in our favour, but we loose nevertheless… Only 1 attack left this turn. As I don’t want to allow Peter to promote this unit with City Garrison I decide to attack with our slightly wounded Rifleman… and we win! Reinforcements have arrived.

image035.jpg


We sink one of Peters Frigates.

IBT:
Peter counter attacks our Frigate and sinks it.
 
Turn 2 1904 AD:
Peter brought in reinforcements in Orenburg.. One City Garrison II rifleman and a Catapult. Should be no problem, we got 2 suicide Catapults ourselves there now and a fresh Rifleman with Combat I, Pinch and Medic I. First I bombard the city with our Cannon, defences go down to 9%..then I let both the Catapults do their work… and they did well. Peter’s defending Rifleman are now down to 4.8/14 and 8.4/14 respectively.

image036.jpg


First Rifleman attacks… we win! But now we have the same problem as the turn before.. we have only 1 attack left and Peter has 2 more units in the city! Another Rifleman reinforcement is just south of Orenburg…As our remaining Rifleman is heavily wounded I decide to wait 1 turn…we have more reinforcements coming for the following round.
We got oil connected! So tanks will be rolling off the assembly line soon.

image037.jpg


Ah…our Great Artist has arrived in Tarentum…time to deploy our Culture Bomb…Beware!
Hmm Mansa Musa brought a transport with a settler and some infantries… he’s probably looking to grab some of Russia’s land as well. I’m trading Gold with Mansa Musa for 6 Gold/turn. I had to lower research to 80% for the moment.

Turn 3 1906 AD:
We discover Industrialism, I start on Flight. We discover 4 sources of Aluminium!

image038.jpg


The battle of Orenburg continues…this time we cannot loose… we have overwhelming forces outside the gates. We pillage 134 Gold from Orenburg and burn the city… Next target is Moscow.

image039.jpg


Moscow is currently defended by a Rifleman, 2 Grenadiers and 2 Longbowmen. It’s a real pity to burn down all those nice Wonders…but…what has to be done has to be done.

Turn 4 1908 AD:
Our troops are advancing…

Turn 5 1910 AD:
First troops arrive at the gates of Moscow…awaiting Cannons…
 
Turn 6 1912 AD:
image040.jpg


Peter tries to escape with two Grenadiers and a settler… We kill them and capture a free worker. Four cannons have now arrived at the gates of Moscow….we can start the bombardment in our next turn.

Turn 7 1914 AD:
Our first destroyer finishes off a Russian Frigate. First round of bombardment… city defenses go down from 80% to 16%.

Turn 8 1916 AD:
We kill another Russian Frigate with the Destroyer…Our wounded Cannon brings down Moscow’s defences to 0%! The city is now protected by 4 Riflemen and a Grenadier, one of the Rifleman has City Garrison II, all the others City Garrison I. The Grenadier is Combat II.
I attack the city with a Combat III Cannon. We loose the Cannon, but there’s enough damage done now… First Infantry kills Rifleman, 2nd Infantry kills Grenadier, 3rd infantry kills Rifleman, Rifleman kills Rifleman.

image041.jpg


Cannon kills last remaining Rifleman in Moscow… we burn the city and capture 2 Workers. I have a settler ready to settle on the spot of Moscow, but it’s still in Russian Culture borders… I move the Settler with a defending unit on the spot though. Brundisium is founded on the old Orenburg site. 2 more settlers waiting in Orenburg.

Turn 9 1918 AD:
We discover Flight and enter the Modern Era. I go for Fascism so we can turn to Police State. Due in 2 turns. Destroyer kills Russian Caravel. As we have some gold in reserve again, science goes back to 90% at 68G/turn loss.

Turn 10 1920 AD:
Destroyer kills another Russian Frigate. Our troops have arrived at the gates of Rostov… Bombardment can start the next round! Mansa Musa’s Transport went back home apparently. We can trade Flight for Military tradition with Saladin…but I let the next player decide whether to take this poor trade or not…
 
Well...I'm not sure if using the Great Artist for a Culture Bomb was the smartest thing to do, but I just thought it looked cool and never tried that before ;). And if that english city flips to our side it's legal right? :rolleyes:

Anyway...there's some promotions left for the units outside Rostov...also they likely need some healing. But Rostov should fall within the next few turns. And then there's only 1 more Russian city left... with a bit of luck you might be able to burn that one in the next 10 turns as well...although advancing goes very slow with Infantry/Cannon/Rifleman.

Good luck!
 
well, Orenburg has shown again what a hard nut to crack cities are in Civ4.
The culture bomb thingy was good since we at least claim all the land to ensure nobody settles there. Whatever happened to the claim that the AI doesn't spam cities. In my mind that English city is total junk besides claiming marble (I think).
Hopefully we can now finish off the Russians and go for Mansa allying all the rest.

Roster:
ThERat
Dimy
Greebley - up
Xarathas - on deck

Thrar - on extended skip
 
Preturn: Looks ok. I will revolt and re-evaluate after we are a police state.

1922 AD: Revolt switching to police state and Vassalage.

1924 AD: Anarchy ends and we are a police state.
I noticed we weren't using the Culture slider at all. I think it better to run at 70% Science with the slider at 20% than 90% science with the slider at 0 and all our cities missing many citizens.. Also, I like theatres. I believe if we are at 20% we get +2 happiness for them - So about +4 happiness for 20% with theatres.

1926 AD: Raze Rostov and build a new town in the area.

1931 AD: Raze the final Russian town. We have terrible luck losing 2 tanks (both had 2 first strikes) vs weaker units. Ugh!

1932 AD: Start looking into invading the other continent.

1934 AD: Very bad news. Both Victoria and Mansa complete Apollo!

Notes:
There is a quasi-free spot on the other continent that I will indicate. My thought is to form a town there and then go from there.

I have transports on both continents waiting to fill to go over there. We are however finishing up factories in some towns. We may want to switch other towns to more military - I left that decision to the next player since my turn was almost over when I found out about the spaceships.

Winning will be extremely non-trivial and we have a good chance of failing to do so. Good luck to the next player.

If we do want to build a town before declaring war, I marked the spots 1, 2, and 3. I think I like 1 because we get the extra defense on the hill. 3 gets us furs.

There may be a very good town defensive Infantry on the 2nd continent. We should grab him and take him with us.

I think we do want at least 1 airport so we can airlift a tank a turn to the other continent.

Rat09_AD1935.jpg
 
1934 AD: Very bad news. Both Victoria and Mansa complete Apollo!
well, that had to be expected sooner or later anyway. At least, we finished 'our' second continent now.

If we can I would declare as soon as possible and sign in Victoria against Mansa Musa and pull in Frederick as well. That is provided they agree.
However, they might be lame at attacking, I have no clue whether we have a chance of stopping them.

Will the SS be destroyed like in Civ3 once the capital is taken? I actually don't know this

Roster:
ThERat - on deck
Dimy
Greebley
Xarathas - up

Thrar - on extended skip


edit: I wonder at what stage Bremen was founded, that city looks in a real bad spot if not for the oil...
 
I checked the save abut the first time we met the other continent and there was only Saladin in that corner, not settling close to the oil :goodjob:
 
We are much more likely to have them all ally against us. They ALL like each other too much for us to get them to attack. Otherwise we would be at war.

Given the hole, I think we should land a town thre and go straight for Mansa. He is still probably the most dangerous. If the other two civs do declare we should leave them completely alone (even Fredricks town that is right there). Fighting in their territory will anger them and cause a greater response - they will send everything at us.

So settle that spot, air lift units to it and declare on Mansa and hope for the best.
 
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