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Rat43 CCM - Every Knee Shall Bend

Discussion in 'Civ3 - Succession Games' started by Northern Pike, Sep 24, 2011.

  1. CommandoBob

    CommandoBob AbstractArt

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    Fascism
    50% Tax
    50% Science
    00% Luxury

    5592 gold, +3360 gpt

    Submarines in 2 turns.

    Turn 303 of 500.


    City Build Recap
    • 1900 Infantry [6]
    • Academy [18]
    • Aqueduct [5]
    • Bank [1] (Athens)
    • Barracks (Fascism) [5]
    • Commercial Dock [6]
    • Courthouse [2] both on Turkey
    • Early Tank [28]
    • Electric Power [22]
    • HandleyPage Bomber [6]
    • Heavy Coastal Battery [3]
    • Hospital [11]
    • Hotchkiss [1] (Rangoon)
    • Ironclad [6]
    • Library [12]
    • Light Cruiser [7]
    • Light Industry [33]
    • Motorized Settler [17]
    • National Work Service [1] (Gloria Scott)
    • Railyard [8]
    • Steamer [9]
    • Town Center [12]
    • University [11]
    • Walls [5]
    • Worker [117]

    Resources
    • 06 Ivory
    • 14 Uranium
    • 14 Rubber
    • 07 Oil
    • 09 Coal
    • 13 Saltpeter
    • 13 Iron
    • 16 Horses


    Luxuries
    • 17 Wines
    • 16 Furs
    • 13 Dyes
    • 07 Incense
    • 02 Spices
    • 11 Silks
    • 05 Gems

    Units
    • 314 Worker
    • 014 Cavalry
    • 001 Cannon
    • 009 Frigate
    • 003 Galleon
    • 001 War Galleon
    • 010 Javelin Throwers
    • 002 Musketmen
    • 006 Marine Infantry
    • 001 Ships of the Line
    • 008 Hussar
    • 044 Steamer
    • 011 Ironclad
    • 002 Priest
    • 004 Lawyer
    • 0?? Slaves (move 2)
    • 00? enSlaved Slaves (move 1)
    • 000 Great Artist
    • 000 Monk
    • 001 Paddle Wheeler
    • 015 HandleyPage Bomber
    • 002 Enlaver
    • 009 Light Cruiser
    • 082 Hotchkiss
    • 095 Early Tank
    • 013 Steam Frigate
    • 007 Fokker Quetzalcoatl
    • 015 American Workers
    • 030 Villista
    • 000 Partisan
    • 002 Partisan (captured)
    • 005 Schnieder75
    • 004 Heavy Artillery
    • 013 Coastal Batteries
    • 181 1900 Infantry
    • 001 Venetian Galleass
    • 022 Motorized Settlers
    • 003 Famous Pirates
    • 001 Cuahchic
    • 001 Meso Knights
    • 001 Meso Pikes
    • 001 Tlecuahuital
    • Upkeep:
      • Current Units: 0929
      • Allowed Units: 1592
      • Support Costs: 0000 gpt

    Blue-Quetzal-Macaw is an MGL ready to use.

    No active trades.

    International At a Glance (Red is War)
    (City count, civ, government, relative military strength (us vs. them))
    • 352 Maya (Rat43 people)
    • 022 Arabia, Despotism, Strong
    • 022 Germany, Fascism, Strong
    • 019 Korea, Despotism, Strong
    • 017 USA, Communism, Strong
    • 016 Aztecs, Monarchy, Strong
    • 016 Scandanavia, Despotism, Strong
    • 014 Persia, Monarchy, Strong
    • 007 Israel, Despotism, Strong
    • 007 Mongol Khanates, Despotism, Strong
    • 002 China, Communism, Strong
    • 001 Babylon/Iraq, Monarchy, Strong
    • 001 Egypt, Democracy, Strong
    • 001 Russia, Communism, Strong
    • ??? Britian, Monarchy, strong
    • ??? Inca, Monarchy, Strong


    Observations
    Airfields are mostly north of the capital.

    Newcastle faces 36 Korean vRifles (7.7.1); it has 10 1900 Infantry (8.8.1) defending. We have a garrison to help our defenders; they lack a garrison to help them attack. I'd feel better with a few more defenders.

    Submarines -> Great War Experience -> Radio

    Otherwise,
     
  2. Northern Pike

    Northern Pike Deity

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    That looks fine to me--well, it would when I wrote most of it. :lol:

    Regarding Newcastle, you're right that our defending force probably wouldn't hold out against an attack by all the Korean riflemen, but I'm fairly confident that won't happen, since the AI doesn't tend to use riflemen/inf for all-out attacks. (Looked at negatively, that's why grinding down large stacks of slow units with our attacks is a characteristic part of the endgame.) But if you'd like to switch units around to get more in Newcastle, that's fine; just bear in mind that it's not a free move, due to the incomplete rail line.

    Edit: If we have to leave the British a city because they have a settler somewhere, it would probably be least troublesome to leave Leeds. So I'd make that attack last, even though it isn't the natural order of operations.
     
  3. Civinator

    Civinator Blue Lion Supporter

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    This could be done by creating different starting biqs for each civ played by a human player. So you would have a different human player´s biq for each civ in CCM where the normal building of settlers and workers is disabled for the civ that is been played by the human player, but is allowed for each other (AI) civ. This means CCM would have 31 biqs. :)
     
  4. Northern Pike

    Northern Pike Deity

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    I can see that that might be cumbersome, but if we chose one civ that we wanted to play on the suggested basis, would it take you long to do the biq?
     
  5. CommandoBob

    CommandoBob AbstractArt

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    Would we all need the same biq? Or just the game starter?
     
  6. Civinator

    Civinator Blue Lion Supporter

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    It wouldn´t need much time to do such a biq. The settler only would get new graphics (as motorized settlers don´t look well in ancient times) and than all civs but the one that is played by the human player is allowed to build this settler - no problem.

    My guess is, that only the player who starts such a game needs such a biq, but I think if anybody would need such a biq, this would be no problem, too. :)

    So I suggest, if you want such a biq, please tell me what civ you (the human player) want to play, what tech should enable the normally built settler for the AI and how many population points such a normally built settler should cost.

    My suggestion is, that the AI can build these normally produced settlers in addition to the autoproduced settlers.
     
  7. Northern Pike

    Northern Pike Deity

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    Thanks for your response. That gives us a great option for the next game. :rockon:
     
  8. CommandoBob

    CommandoBob AbstractArt

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    0 1824 AD

    Move 4 1900Inf into Newcastle. Like Northern Pike, I expect a lot of the Korean units to wander off, pillage or do something else AI-worthy. But even so, I don't trust the AI to do something just to benefit me, either.

    See that we have 51 resisting citizens. Too bad for them.

    Clear and set Continental Rally Point 2SE of Chichén Itza (MA).
    [IBT]
    We win 4 and lose three attacks, mostly from Korea (4 of 7).
    Newcastle is attacked only once.

    Lisbon: Railyard -> vEarly Tank in 2.
    Athens: Bank -> Barracks (Fascism) in 2.
    Wroclaw: Electric Power -> Light Industry in 9.
    Byzantion: Electric Power -> Light Industry in 8.
    Pfarsalos: Electric Power -> Light Industry in 8.
    Bonampak: Commerical Dock -> v1900 Infantry in 1.
    Leiria: Electric Power -> Barracks (Fascism) in 1.
    São Paulo: Light Industry -> Railyard in 6.
    Gonnery: Walls -> Worker in 10.
    Ek Balam: Railyard -> Light Industry in 4.
    Kaminaljuyú: Commercial Dock -> vEarly Tank in 2.
    Frank's Tuna and Grill: Hospital -> Light Industry in 6.
    Engineer's Thumb: Walls -> worker in 10.

    Statue of Liberty is built in St. Louis, USA.

    Resistance ends in many places.

    1 1825 AD

    We go from 51 resisting to 13. No cranky cities.

    Many of the city of Doyle, founded by Northern Pike, have cultural expansion, grabbing up 127 tiles. We are now at 6744 tiles and need 2096 more for a Domination Victory. We own 50.4% of the world and have 75% of the world's population.


    Around the Empire
    21 vRilfes 1W of Newcastle (Korea).
    14 vRifles 1NE of Newcastle (Korea).
    4 vRifles, 4 vAsian Muskets, vLongbow and rFirelancer 1NW of Newcastle (Korea).
    1 War Elephant 1N of Newcastle (Persia).
    4 War Elephant and 1 Ancient Cavalry 2N of Newcastle (Persia).
    Other scattered Korean units between Newcastle and London and Edinburgh.

    War

    Tatung
    Murder at the Vicarage occurs 1N-1NE of Tatung, the temporary capital of China.
    Bombers attack the ships in the harbour, not the soldiers.
    Four Chinese Rifles, 7 vET attacks, we retreat once and die once (9 of 14).

    We net 145 gold and 3 cranky Chinese and a harbor. Move our Tanks into Tatung and their covering Rifle into the Vicarage, tempting the ungarrisoned Chinese Rifle to leave his mountain for a hill.

    China's current capital is Southampton, on a 13 tile island between the Yanks and the Mongols.

    Send Blue-Quetzal-Macaw to São Paulo where he dedicates a hospital.

    Our eHeavy Artillery beats their (Korea's) Heavy Artillery outside London (10 of 15, 0 of 1e).

    The Thirteen Problems are found and solved 2NW of London.
    Well, almost; Too Many Cities.

    It take 2 eEarly Tanks to swat down a Yankee Rifle on a hill outside Farthest River (11 of 17, 0 of 2e).

    San Diego
    Four tanks conspire to take San Diego from three Rilfes and we gain 71 gold (13 of 19, 0 of 3e).
    We abandon the city, since I didn't raze it as I had planned to.

    Now we build The Thirteen Problems.

    Manchester
    We go 4 of 6 but Manchester changes hands once again (17 of 25, 0 of 3e).
    We keep the 9 gold and the city.

    Ningpo (1), near Copper Beeches, is abandoned.
    Body in the Library is located 2NW of Manchester.

    Namp'o
    Three defenders, one loss, 10 gold and 5 die-hard citizens (20 of 29, 0 of 4e).

    Abandon Chinan (1), in the mountains near Twisted Lip.
    The Moving Finger is revealed 2NE of Namp'o.

    Portsmouth
    Two British Rifles defend, but not for very long (22 of 31, 0 of 5e).
    We raze the city and gain 2 slaves.

    Nottingham
    Hotchkiss leads the first attack, followed by 1900 Infantry; both decimate the Pikes that defended (24 of 33).
    No gold, no glory, but keep the city, which has only one loyalist causing trouble. It is a rather worthless city, but keeping it prevents AI incursions on the homeland.

    Leeds
    eHotchkiss wants first blood and claims a British Musket (25 of34, 0 of 6e).
    vEarly Tank follows and runs over the Britsh Rifle (26 of 35).
    The city is destroyed.
    But we don't get the news that Britian is dead, so we reload and our stats go back to 24 of 33, 0 of 5e.

    Now to tend to everything else.

    Britian has two ships, a Galleass and a Ruler in the small sea between Final Problem and Yankeeland. Ruler has the same stats as the Galleass. Galleass's are not transport ships, per the 'pedia, so These are not the droids you're looking for.

    Our expansion into Korea has put a fair number of foreign units inside our borders, so we have some clean up work to do.

    Computer starts acting weird
    [IBT]
    And the save is attached.
     

    Attached Files:

  9. Greebley

    Greebley Deity Supporter

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    So are you going to try to play more or is the computer issues blocking you?

    I will be able to play next, BTW. I am back from my trip.
     
  10. CommandoBob

    CommandoBob AbstractArt

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    I did not get a chance to play early in the week and now that I have time to play the game clock is running out and then the magical black box decides to be delightfully quirky and gleefully turns itself off and on again. So I was only able to play half a turn.

    That is, I was only able to play half a turn and keep myself out of major social embarassment caused by explosive emotional outbursts aimed at various pieces of electronic hardware. Sanity is something I treasure. :D

    I really dislike handing off the game mid-turn, but my week is up and the game needs to move on.

    China is down to one city and so is Britian.

    We have all our new builds around the capital on the mainland. I was in the process of shipping across 15 Early Tanks when this thing rebooted.

    We have plenty of secondary targets in our new lands around Manchester and Namp'o. Our new cities need defenders, too. The Early Tanks were going to go hunting and I had planned so shift some Rifles into our new cities once some of the smaller Korean stacks had been dealt with.

    We have railed to Leeds in the jungle. Any railing to this point was done to advance our wars.

    The game has 511 cities at the moment.

    We learn Submarines this turn, but the science slider has not been touched.

    We have workers and motorized settlers fortified near Ocotzingo, overseas, near our ship chain port. It is a nice open area where the stacks don't blend into the background.
     
  11. CommandoBob

    CommandoBob AbstractArt

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    Play on!
     
  12. Northern Pike

    Northern Pike Deity

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    Sorry your computer failed you, CB. These final rounds are demanding enough with everything working perfectly. I was enjoying your continuation of my city theme.


    Northern Pike
    Greebley Playing After Skip
    CommandoBob
    Elephantium On Deck
    ThERat
     
  13. Greebley

    Greebley Deity Supporter

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    Ya, I am on it. My last weekend ended up busy, but hopefully I can get a turn a day done and finish next weekend with some number of turns completed.
     
  14. Greebley

    Greebley Deity Supporter

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    Sorry, I think I am going for a skip for this round. We are trying to get out a new version of our product at work, but management keeps adding enhancements. Despite strong promises to get it out nearly immediately. :rolleyes:

    I don't want to keep the game again and get nothing done. I just don't trust them not to dump some new 'necessary' feature on me.

    I know we discussed domination, but I am starting to wonder if we should go for domination in the next game and do conquest for this one. The govt is unfavorable for domination, and we didn't really plan for it ahead of time. I think I suggested it before we knew we were only a city or two from the limit.

    The next game won't have the govt limitation and we can plan for it now we know about when we run out of cities.
     
  15. Elephantium

    Elephantium Elephants think that people are cute, like puppies

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    In that case, I've got it. I don't have a ton of time to play this week, but I should be able to scrape out a few turns. I'll post again on Friday with a status update, if nothing else.
     
  16. Northern Pike

    Northern Pike Deity

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    Yes, trying for domination on a map of this size in the government least suited for it is a somewhat quixotic goal. But we can re-assess the situation when we're on the brink of the conquest win, and if it looks as though only a couple of turns of relocating cities will be required, we could still do it.
     
  17. Greebley

    Greebley Deity Supporter

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    Ya, that sounds like a reasonable way to do it.
     
  18. Elephantium

    Elephantium Elephants think that people are cute, like puppies

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    I've gotten through a grand total of one turn so far :rolleyes:

    Tomorrow, I should be able to get through a few more. :think:
     
  19. Northern Pike

    Northern Pike Deity

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    Well, turns played are a meaningless standard at this point in a huge game. As long as the player takes a good number of cities, he's done his duty.
     
  20. Elephantium

    Elephantium Elephants think that people are cute, like puppies

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    Pre-turn:

    Attack a bunch of Korean soldiers, then raze Leeds with two Hotchkisses. The Brits are still in the game. Rats.

    Reload.

    Capture Pyongsong with a bunch of stray Hotchkisses and Early Tanks from Old China.
    Similarly, Inch'on falls.
    In the Battle for Liverpool, we get a Leader. I ship him home to help with an expensive building where it'll do some good.
    Unfortunately, the garrison is big enough that we can't break through this turn.

    IBT:

    Lots of action from the Koreans and Chinese troops lurking about...
    Subs > Great War Experience.

    Turn 1 (1826 AD):

    After fighting what seems like half Korea's army, I take Liverpool.

    IBT:

    We lose a few exposed 1900 Infantry, but the interturn goes smoothly.

    Turn 2 (1827 AD):

    With a huge stack of Infantry placed last turn, I manage to take Seoul! I raze the city to avoid needing to starve it down.
    A stack of Early Tanks manage to take Glasgow, conveniently down to size 1 for us :D
    Hotchkisses take Hyangsan!

    IBT:

    Inca want us to pay Free Artistry for a peace treaty.

    Turn 3 (1828 AD):

    I abandon one of the towns in Old Turkey to found the tactical town of New Seoul.
    After culture-bombing New Seoul, I take Pyongyang with Early Tanks
    Hotchkisses take Wonsan and Sariwon.

    IBT:

    :eek: I missed Persia landing a unit on our main continent last turn ... they captured Moscow!

    Turn 4 (1829 AD):

    We take Cheju with Early Tanks positioned last turn.
    We very easily take Taejon with more Early Tanks.
    We take Kaesong with prepositioned Infantry
    We take Pusan with more Early Tanks.
    Those open up the way to Ulsan; we take that with little trouble.

    Meanwhile, we take Cleveland with a few stray Tanks.
    Next, we move in a few Hotchkisses and take Manp'o.
    Finally, we retake Moscow; Persia only had one A-Cav there.

    IBT:

    Persia attacks along the border. We take a couple of minor losses.
    Aztecs and China sign peace.

    Great War Experience > Radio

    Turn 5 (1830 AD):

    A stack of Early Tanks takes Zohak.
    A few Hotchkisses takes Paegam.
    Dariush Kabir falls next.
    Ergili only takes two Hotchkisses :D
    Our last few available Hotchkisses take Ghulaman.

    I left a couple of units with movement to highlight the positions of some of our forces.

    We can probably declare on Germany anytime; I had a lot of units that couldn't really do anything in the last two turns.

    Finally, I've been starving down the towns with too many non-native citizens. It's slow going, but I think it'll pay off in culture borders if we keep at it for another few turnsets.
     

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