Rat44 CCM - Ultimate Challenge

A fine start on the new continent, in near-AW conditions, clearly. :thumbsup:
 
Monarchy
30% Tax
50% Science
20% Luxury

46708 gold, +1929 gpt

Ironclads in 3 turns.

City Build Recap
Theory of Relativity [1] (Washington) (Great Wonder: doubles SCI output in its city)
Worker[24]
Motorized Settler [75]
Light Industry [14]
Railyard [16]
Bank [1] (Karakorum)
Hospital [6]
Town Center [48]
SupplyCenter (Ivory) [1] (Bombay)
Town Clock [9]
American Rifleman [2]
Hotchkiss [4]
Early Tank [6]
American Flag [3]
Electric Power [8]
Theatre [2]
Heavy Coastal Battery [1] (Lahore)
HandleyPage Bomber [2]
Steam Engine [3]
Royal Barracks [3]
Market [2]
Walls [1] (Dallas)
Academy [1] (Izumo)
Library [1] (Seattle)


Resources
08 Ivory
10 Uranium
12 Rubber
08 Oil
11 Coal
16 Saltpeter
20 Iron
20 Horses
Export 1 Horses (Persia, 2 gpt, trade offically over)

Luxuries
01 Wines (Arabia)
15 Furs
01 Dyes (Carthage)
11 Incense
01 Spices (Nubia)
Export 1 Furs (Carthage)


Military
  • 355 Worker
  • 001 Arqubusier
  • 001 Cannon
  • 001 Late Pikes
  • 003 Marine Infantry
  • 055 Steamer
  • 001 Zeppelin
  • 006 US Cavalry
  • 006 Lawyer
  • 076 Move 2 Slave (from civAssist II)
  • ??? Move 1 Slave
  • ??? Great Artist
  • 021 HandleyPage Bombers
  • 001 Enslaver
  • 100 Hothkisss
  • 085 Early Tanks
  • 022 Steam Frigates
  • 003 Flamethrowers
  • 005 American Frigate
  • 019 Northeuropean Workers
  • 002 Partisans
  • 003 Schneider75
  • 007 Heavy Artillery
  • 003 Coastal Battery
  • 005 Heavy Coastal Battery
  • 142 American Rifleman
  • 001 Motorized Settlers
  • 001 Famous Pirates
  • 001 MGL (MacArthur)
    • Current Units: 843
    • Allowed Units: 706
    • Support Costs: 137 gpt (3gpt/unit)

Turn 286 of 500


We are at War with China, Egypt, Indo-China, Israel, Italy/Rome, Maya, Portugal and Russia.


We are Average compared to:
  • Maya (Theocracy)

We are Strong compared to:
  • Everyone else


City Counts
234 USA (Rat44 people)
027 Indo-china
022 Egypt
021 Inca
017 Nubia
015 Carthage
014 Maya
014 Russia
013 Arabia
012 Turkey
011 Austria-Hungary
011 Italy/Rome
008 Persia
005 Korea
003 Portugal
002 Netherlands
??? China
??? Israel

Total cities known: 429 of 512

Notes
We own our continent.

We have a decent sized footprint in the New World.

Surrey - Calcutta looks to be the best ship-chain path, when it is needed. We have 56 airfields in the desert north of Stuttgart.


Plans
Continue with the current wars.

Claim the western bulge of the New World for ourselves.

Survive the initial Chinese onslaught.

Technology: Ironclads -> Dreadnoughts -> Submarines.

City Builds:
Military -> Military.
Town Centers -> Town Clocks.
Town Clocks -> Academies? Courts? Happy buildings?
 
We are getting close to gaining radio which makes steam engines obsolete. Go ahead and switch the 3 we are building.

We have also sent across just over 100 workers using the Airports. I would think one more batch to rail 20 squares a turn would be reasonable. That would leave the other 200 odd for our cities which still are not fully improved. More can be sent once we start making real progress
 
I thought of a way to encourage us towards republic for next game. If we play this type scenario, but with the additional requirement that we raze all captured cities. This means the number of cities we have is limited to what we can build until we get motorized settlers. It will likely also mean the game isn't decided as early as we won't have hundreds of cities.

If we do the same we would need another modified version where the AI can build settlers but we can't, since we would want to play a different civ. I am not sure if we should play demigod or deity if we did this. Keeping up in tech may be hard - getting techs for peace might be important for this type of game.

Any thoughts on this?
 
I thought of a way to encourage us towards republic for next game. If we play this type scenario, but with the additional requirement that we raze all captured cities. This means the number of cities we have is limited to what we can build until we get motorized settlers. It will likely also mean the game isn't decided as early as we won't have hundreds of cities.

If we do the same we would need another modified version where the AI can build settlers but we can't, since we would want to play a different civ. I am not sure if we should play demigod or deity if we did this. Keeping up in tech may be hard - getting techs for peace might be important for this type of game.

Any thoughts on this?
All cities, even ones with good wonders (like ones that add a religious community to each city)?
Would cities that flip to be us be considered 'captured'?

Musing Aloud
We are on turn 268 in our current game and we have learned Atomic Theory which lets us build Motorized Settlers. Research will take longer in the new game; let's pretend it will take us until turn 300 to learn Atomic Theory. That gives us 16 cities up until that point. That will be tough. We might run out of time.

In our current game, we were able to expand and isolate Canada and Greece. If we had razed both nations, Enslavers and other invisible units would have picked off the flood of trespassing immigrants to Canada/Greece. This would have kept those lands pristine for our autoproduced settlers. And it would have limited our territorial advancement considerably.

I like come from behind wins, but razing all cities might be a bit too much. If we had the option to keep a city with a Great Wonder and/or under size x (which could vary by Age), that would allow us to expand and keep the city count down at the same time.
 
Razing all cities AND having very limited settler production seems really tough, but who knows. I think it would be mandatory to get pyramids then in order to a least get the additional 30 turn settlers
 
That's why I suggested demigod as an option instead of deity - Because its tough. The toughest part though is that I think the playing style required is fairly different than our normal game. It has been a while since I played a 5CC which is similar in concept.

I don't think there is any danger of hitting the 540 turn limit though. Even if we got tanks and settlers on turn 400, we would always win (or lose) by 540 I don't think we would even reach 500.
 
That's why I suggested demigod as an option instead of deity - Because its tough. The toughest part though is that I think the playing style required is fairly different than our normal game. It has been a while since I played a 5CC which is similar in concept.
Tough and different kind of game; xenophobic. Sounds good.
I don't think there is any danger of hitting the 540 turn limit though. Even if we got tanks and settlers on turn 400, we would always win (or lose) by 540 I don't think we would even reach 500.
Umm...CCM only has 500 turns. :D
 
0 1807 AD

Need to ship over enough workers to rail 20 tiles a turn. As an IND civ, railing only takes 8 WT instead of 12. Thus we need only 160 workers in the New World. I count 93 already overseas, so one full load of airfields should do the trick.

Erenhot: Steam Engine in 1 -> Town Clock in 3.
Rostock: Steam Engine in 6 -> Town Clock in 10.
Kagoshima: Steam Engine in 7 -> Town Clock in 12.
[IBT]
Rome (11) and Arabia (13) make peace.
Inca (21) and Turkey (12) make peace, too.

Kyoto: light industry -> railyard in 11.
Paris: town center -> town clock in 6.
Montreal: railyard -> vRifle in 1.
Sparta: light industry -> railyard in 6.
Hamburg: hospital -> town center in 8.
Corinth: light industry -> town clock in 5.
Piraeus: railyard -> electric power in 4.
Calgary: electric power -> royal barracks in 2.
Edo: town clock -> light industry in 10.
Patros: railyard -> electric power in 10.
Salamanca: town center -> railyard in 10.
Delphi: electric power -> vRifle in 2 (National Uranium Mine, too).
Xochicalco: town center -> light industry in 23.
Byzantion: electric power -> vRifle in 2.
Valencia: town center -> vET in 13.
Nagoya: town clock -> railyard in 6.
Olstyn: town center -> light industry in 27.
Darkhan: light industry -> electric power in 5.
Mandalgovi: electric power -> royal barracks in 2.
Argos: light industry -> electric power in 3.
Quebec: electric power -> vET in 4 (National Rubberplantage).
Regina: light industry -> electric power in 8.
Thunder Bay: town clock -> light industry in 8.
Ephesus: railyard -> electric power in 5.
Charlottetown: light industry -> railyard in 6.
Nagasaki: town clock -> light industry in 11.
Rhodes: light industry -> electric power in 5.
Choir: hospital -> vET in 3.
One Marine Infantry.
Hohhot: light industry -> vRifle in 4.
seattle: library -> railyard in 3.
Buffalo: light industry -> town center in 4.

We lost our supply of Spices (Nubia).

1 1808 AD

Lots of movement but no attacks on the IBT.

Try to steal Netherland's world map for 2636 gold. They have 2 cities, 0 gold and no MPPs. We have no deals with them. If they declare war they can't hurt us very much. We fail to get their world map; all we lost was the gold.

War
An interesting tactical problem around Bangkok. Seventeen IndoChinese Cavalry are headed towards our Bangalore and can also strike at our stack inside Bangkok's borders. Plus, a large stack of Chinese Ancient Cavalry can reach that stack. This looks like a good time to purge those Cavalry; we'll deal with the Ancient Cavalry later.

Before we begin, MacArthur rushes Electric Power in Regina; no shields invested in this build.

NW Bangalore
eEarlyTank rolls over 2 IC Cavalry 2NW of Bangalore (2 of 2, 0 of 2e).

We build Mama's Town 2NW of Bangalore. Our stack is now inside our borders, as are 15 IC units, mostly Cavalry.

eETanks whallops IC 1900 Infantry and Cavalry (10 of 10, 1 of 10e).
Early Tank of Mama's Town 1808 and Patton.
We can't build National Oilfield in Bangalore because the city has a resister.
Ship Patton back home and rush railyards in Kyoto.

Two more eETanks handle a Cavalry and two Schneider75s (13 of 13, 1 of 13e).
Three vETanks remove a stack of 4 IC Cavalry (17 of 17) and both stacks are now gone.
eETank is outshot by IC Rifles (17 of 18).
It is quickly avenged (19 of 20, 1 of 15e).
Four eHotchkiss and 1 eUSCavalry clear the IndoChinese Cavalry away from our borders (24 of 25, 1 of 20e).

We pillage the road from Bangkok to Mama's Town, now that it is empty of units.

We bomb the stack of Ancient Cavalry.

Send units to quell resistance overseas; heal other units.

Move a settler to the forest 3NW of Karachi, to give us flatland access to Jericho next turn. This space is 2 tiles inside the border. It is also next to six Hebrew units. Five of them become victims of drive-by Hotchkiss shootings (29 of 31).


Workers
Overseas, rail to Mama's Town, Dallas, Los Angeles, Kolhapur and Hyderabad.
Rail near the coastline overseas.
Create a staging area near Delhi.
Reduce flip chances to 0%.
Ship across 15 units, including 5 settlers.
Airlift 55 Workers.
[IBT]
Kyoto: railyard -> electric power in 10.
Izumo: academy -> library in 10.
Regina: electric power -> vETank in 5.
Philadelphia: electric power -> town center in 1.
Bulgan: railyard -> town center in 1.
Atlanta: hospital -> vETank in 2.
San Francisco: market -> electric power in 7.
Propaganda upsets folks in Kolhapur and Calgary.

2 1809 AD

IC Rifle 1N of Jaipur.
Four IC Cavalry 2NE of Jaipur.
Twentyseven Ancient Cavalry and 4 Asiatic Chariots 1W of Mama's Town.
Twentyfive more Ancient Cavalry and 2 Asiatic Chariots 1NW of Mama's Town.

Mama ain't happy, fellas. These Chinese dudes stepped all over her prized rose bush and strawberry patch. They done got Mama riled up.


Link to video.

Yeah, that Mama. And I'm glad she's on our side.

We recon over Bangkok and find another stack of about 40 Chinese ACs, some wounded, headed our way. Longbows and Firelancers follow behind, not nearly as numerous, and at least two turns from our front lines.

War
Mama's Town
We have over 50 healthy Elite units ready to hunt Ancient Cavalry.

And a hunting we go. Both stacks disappear in a string of 57 straight Elite victories that reap 5 MGLs (Washington, Lee, Sherman, Jackson and Grant) (86 of 88, 6 of 77e).

Washington rushes National Oilfield in Bangalore.
Lee rushes Royal Barracks in Karachi.
Sherman rushes Royal Barracks in Los Angeles.
Jackson rushes Electric Power in San Francisco.
Grant rushes Electric Power in Kyoto.

Jaipur
Five eHotchkisses continue our winning streak and add another MGL, MacArthur, to boot (91 of 93, 7 of 82e).

MacArthur rushes Light Industry in Thunder Bay.

There are Hebrew units across the Indo-Chinese border at Jaipur but we leave them alone for now.

We build Keep Walking near Jericho.


Link to video.
('Keep Walking' starts at around 21:01 and runs to 23:16)

This traps a Hebrew War Elephant and Knight; both become Elite fodder (93 of 95, 7 of 84e).

Jericho (11)
eHotchkiss ungarissons the city (94 of 96, 7 of 85e).
First Early Tank is lost (94 of 97).
The next 4 vETanks prevail over Arquebusiers (98 of 101).
eEnslaver pummels redlined Bombarde (99 of 102, 7 of 86e).

Good News
t1809_01_Jericho.jpg


Jericho is ours; no gold and three resisters. The city sits on Horses.

We culture bomb Jericho.

We build Promised Land 2N-1NE of Jericho, aiming at Hebron.

Hebron (19)
vETank is retreated by an Arque but second tank finishes the job and clears out the garisson.(100 of 104).
Same tank crushes Arque inside Hebron (101 of 105).
Two more Arques and a Knight suffer the same fate (104 of 108).

Good News
t1809_02_Hebron.jpg


We add another city to our collection. We capture a Supply Shipment and start building Supplycenter (Dyes).

We also manage to entrap 41 Chinese foot units next to Hebron. With another 48 just across the border. Looks like we found the Ho Chi Minh trail.

We take out 5 Chinese Musketeers, 15 Firelancers, 21 Longbows and a Hebrew Worker from around Hebron, gaining MGL Patton (146 of 154, 8 of 97e).

We grab another Supply Shipment from the suburbs of Jerusalem.

Patton rushes Railyard in Charlottetown.
We deliver two Supply Shipments, both captured, to Washington.

Ship across 12 units.

Pick off Chinese Chariot and Bombarde and Hebrew Longbow (149 of 157).

We bomb the remaining stack of Ancient Cavalry.

Workers
Rail the beachhead around Delhi.

Drop science to 10%, Ironclads in 1, +2730 gpt, 46683 gold.
[IBT]
We drive off an IC unit at Mama's Town but lose two wounded ETanks near Hebron (150 of 160).

Nubia wants to see us. They offer Spices for Furs and 156 gpt. We decline.

Ironclads -> Dreadnoughts in 13 at 10%.

Wonderful News
t1809_IBT_TheoryRelativity.jpg


Theory of Relativity is built in Washington.


About Time!
t1809_IBT_GoldenAge.jpg


We enter our Golden Age.

Washington: Theory of Relativity -> vEarlyTank in 1.
Kyoto: Electric Power -> Royal Barracks in 2.
Karakorum: Bank -> vETank in 2.
Supplycenter (Ivory) in Bombay.
Bombay: Supplycenter (Ivory) -> Town Center in 10.
Osaka: Town Clock -> Railyard in 4.
Supplycenter (Dyes) in Hebron.
Hebron: Supplycenter (Dyes) -> AFlag in 9999.
Vancouver: Railyard -> Electric Power in 3.
National Oilfield in Bangalore.
Bangalore: National Oilfield -> AFlag in 5.
Calgary: Royal Barracks -> vRilfe in 2.
Calixtlahuaca: Town Center -> Electric Power in 10.
Ulaanbaatar: Town Clock -> Railyard in 3.
Winnipeg: Railyard -> vETank in 1.
Karachi: Royal Barracks -> AFlag in 2.
Mandalgovi: Royal Barracks -> vETank in 3.
Hannover: Town Center -> Railyard in 13.
Southampton: Town Center -> Railyard in 10.
Argos: Electric Power -> vETank in 1.
Choibalsan: Market -> vRifle in 2.
Chicago: Hospital -> vETank in 2.
Thunder Bay: Light Industry -> Railyard in 5.
Erenhot: Town Clock -> Light Industry in 8.
Charlottetown: Railyard -> Electric Power in 5.
Philadelphia: Town Center -> vETank in 1.
Bulgan: Town Center -> vETank in 1.
Surrey: Light Industry -> Railyard in 5.
Gatineau: Railyard -> vRifle in 1.
Matsuyama: Town Clock -> Light Industry in 10.
San Francisco: Electric Power -> vRifle in 2.
Los Angeles: Royal Barracks -> AFlag in 10.

We lost our supply of Wines (Arabia).

3 1810 AD (GA 01)

We have a Lawyer trying to sneak into Los Angeles.
One IC Cavalry in 2NW of Jaipur.

We must be having a special celebration in Hebron for Chinese New Year; they are coming out of the woodworks to join the fun.
Fifteen units 1NW of Hebron.
Nineteen 1N of Hebron.
Fourteen 1NE of Hebron.
Twentyseven 1E of Hebron.
Fortythree 1SE of Hebron.
Another forty seven 2E of Hebron (includes 13 AC, 13 Bombarde and 7 Trebuchet with only 8 defending units).

Oh, and a Hebrew Knight and War Elephant are 1W of Hebron.

Thomas Edison, an SGL, appears in Washington.
Great, I think. While we can rush a Great Wonder, we won't promote any MGLs in battle until the SGL is gone.
And there are no Great Wonders we can build at the moment.

War
At Hebron we face about 120 units adjacent to the city and some fast movers that could attack Hebron on the IBT. I would like to eradicate the Chinese pests around the city and try to decimate as many Ancient Cavalry as possible.

We have over 160 healthy offensive units; 38 eEarlyTanks, 22 vEarlyTanks, 13 eHotchkiss, 74 vHotchkiss, plus an assortment of Rifles, Flamethrowers, artillery types and, of course, Lawyers.
We have Bombers that can weaken the stronger defenders, too.

We could abandon Hebron, but we still have to face these units sooner or later. They are on flat land, inside our territory and aren't going away on their own.

The plan is rather simple. Use artillery and Flamethrowers to kill the stronger defenders to the NW and N of Hebron, across the river. Use Bombers to ping defenders on the eastward side of the city. Elite Early Tanks will deal with the remaining defenders, followed by Veteran Early Tanks. Hotchkisses, with only one attack per turn, will do clean up.

Defense of Hebron
Ping all five Musketmen (6.6.1) and 16 of the 26 Musketeers (4.5.1).
Take out the remaining Musketeers with Heavy Artillery, eFlameThrower and eETanks.
Start on the Firelancers and they go down.
After the Firelancers are gone, or at least not defending, turn the vHothckisses loose on the Longbows 1E of the city.
Longbows go away.
Rail and garrison that tile.
Bring back the eETanks and pick of the strong defenders guarding the Ancient Calvary and Artillery.
eETanks give out, follow up with vETanks.
Let the vHotchkiss deal with the ACs and artillery train. It is soon destroyed.
Bring back the vETanks to rapidly walk over the Longbows around Hebron.
Leave the stack 1SE of Hebron for last.
Wake up the Lawyers and slap the habeus corpus out of some Longbows.
Bring in the Paritsans after the Lawyers are done.
Take out the last Longbow with a vHotchkiss.

The fight was bloody. My computer crashed once, which seems to have messed up the battle count. Seventy elite wins did not give us an MGL. Rather sadly, this validates something that I did now want to believe, which is that having an SGL prevents creating an MGL. Drat.

In total we had 161 rounds of combat at Hebron. We retreated twice and lost one Hotchkiss.

Six Lawyers 'found' 3 Great Artists.

Eight Partisans 'recruited' six more (five from China, one from Persia).

Defense of Hebron: 161 of 163, 0 of 70e.
Cumulative total: (310 of 320, 8 of 167e)

Note: When I renamed the Partisans I had recruited it looked like there was a leading blank in the unit name. Instead of 'Partisan' it is ' Partisan'. This is only noticeable when you wish to rename the unit.

Do something I should have done last turn: culture bomb Hebron with a Hebrew Great Artist.

Seven vHotchkiss cleanse our lands from the last trespassers (317 of 327).

We have enough uncommitted units to take Jerusalem but that would leave us short on attackers next turn, so we leave that city alone, for now.

The new garrison 1W of Hebron will be hit on the IBT, from both China and IndoChina. We add 9 vRifles to the garrison.

Send 2 Rifles into Hebron. The city has over 60 units in it and the nearest enemy tile is 2N. It won't be taken but no sense in losing Tanks to Hussars or Cavalry.

We have plenty of units, so we get our flip chances down to zero.

Workers
Railed 23 tiles overseas.
Fix cranky cities.
Raise science to 40%, Dreadnoughts in 4, +2334 gpt, 48065 gold.
[IBT]
We lose a Steam Frigate but drive off an IC Cavalry, which later runs afoul of Chinese forces (318 of 328).

China (?) and Indo-China (27) are at War; we watch them fight each other.

Persia pops up. ROP and MPP and we pay 638 gpt in protection money. Not now.
Egypt exhales in our face, which makes it easier for us to refuse to pay 20 gold for peace.

Athens: Hospital -> vETank in 3.
Poznan: Town Center -> Academy in 6.
Piraeus: Electric Power -> vRifle in 1.
Akkad: Town Center -> Railyard in 11.
Amalik: Railyard -> vRifle in 2.
Jericho: AFlag -> worker in 2.
Ottawa: Electric Power -> Light Industry in 3.
Hyderabad: AFlag -> Town Center in 18.
Schneider75 in Mississauga - Mil Acad.
Thermopylae: Railyard -> Electric Power in 5.
Sapporo: Railyard -> Electric Power in 3.
Ise: Hospital -> Light Industry in 9.
Ulaangom: Railyard -> Electric Power in 4.
Seattle: Railyard -> vRifle in 1.
Buffalo: Town Center -> Town Clock in 3.
Mama's Town: AFlag -> Worker in 10.
Promised Land: AFlag -> worker in 10.

4 1811 AD (GA 02)

Persia sent some forces to the Los Angeles border; just five units. We got border expansion at Los Angeles and they have more on the way. They have 20 gold and we send them 117 gpt. From F4 we cannot tell if Persia is at war with China or not; there is simply no contact between the two AI.

Hebrew Arqu 2SW of Promised Land.
Another one 1E-SE of Hebron.
Four Chinese AC 1N of Jaipur.
Four more 1NE of Jaipur.
Hebrew Arqu and Sabre 2NE of Jaipur.

War
See Wines inside Indo-China, after noticing we only have Furs, Incense and Dyes connected.

Ping the main defenders in Bangkok and Haifa.

Around Jaipur
Clear out a path to Bangkok with 8 vETanks (326 of 336).

Bangkok (2)
Bring up the Elites to take out 2 Rifles and 2 Cavalry (340 of 350, 8 of 171e).

Good News
t1811_01_Bangkok.jpg


We get no gold from this city, but it does have a source of Uranium. We begin National Uranium Mine (200 shields).

We also Freeze about a dozen wounded Chinese Ancient Cavalry.

Eunice is built on a hill 1N-1NW of Bangkok, to make the attack on Hafia a bit easier. And to claim some roaded mountain tiles around Bangkok.
We could see 2 Chinese Warrior Monks next to our Motorized Settler on a mountain, but they disappear after we build the city. They reappear after we rail to Eunice. They are on an unroaded mountain. Partisans or Lawyers will have to deal with them.

Haifa (11)
Two vETanks and one vHotchkiss take the city (344 of 354).

Good News
t1811_02_Haifa.jpg


We gain control of Solomon's Temple, which is obsolete.
We gain a Move2 slave, no gold and 6 resisters, too.

We rail two mountain tiles towards the Wines of Indo-China. We need to rail one more but it is inside their borders. We culture bomb Eunice and the tile becomes ours.

Seven IC units are at the end of our railroad, supported by a garrison. All 8 are trampled down (352 of 362, 8 of 172e).

Desert Winery grabs the needed luxury for us. Well, not quite, Forgot that in CCM cities cannot be built on desert tiles. Add some roads and build the city on grassland, but keep the name the same. Did all this to avoid building the city on a Flood Plain, which was at the end of the railroad.

And we still don't claim the Wines! Hanoi is the reason.

Hanoi (13)
Ping three defenders, 1900 Infantry.
Call up eETanks to handle 4 1900 Infantry. They do, with no major problems (356 of 366, 8 of 176e).

Good News
t1811_03_Hanoi.jpg



Hanoi has five resisters. And three Wines in its city radius. We start of Supplycenter (Wines).

Interior Cleanup
Let our vEarly Tanks and vHotchkisses try to promote on the various units inside our borders.
Forty-six units are removed, promoting 14 Early Tanks and 2 Hotchkiss, all for the loss of one vHotchkiss (402 of 413).

We leave 8 Hebrew units to wander around in the desert on the IBT, since they were not adjacent to any roads.

ELawyer vs. Warrior Monk is a case we lose (402 of 414).
The Warrior Monks have nice moves but jumping up and down and swinging a sword does not deter the bullets of our co-opted British Partisans (404 of 416).

Beef up defenders in Los Angeles and Hyderabad. I'm not sure if we are Persia's target or not. We add a garrison between the two cities just in case.


Workers
Rail under some of our tanks.
Flip proof our cities.
Airlift 11 slaves and a new Schneider75.

Rename Bangkok to Bangkok (Uranium).
Hebron -> Hebron (Dyes).
Bangalore -> Bangalore (Oil).
[IBT]
Exposed scouting Hotchkiss retreats and is killed by IC forces (404 of 418).

China wants to talk. We want them to die, but we humor them anyway. Peace for Peace. Not good enough.

Uh-oh
t1811_IBT_Inca.jpg


Inca (21) declare War on us.
Zepplins bomb us, but little else.

Swat away an Hebrew Bombarde (76 of 80).

Kyoto: Royal Barracks -> vETank in 4.
Paris: Town Center -> Railyard in 7.
Leipzig: Town Clock -> Railyard in 9.
Sparta: Railyard -> Electric Power in 4.
Vancouver: Electric Power -> vRifle in 1.
Hamburg: Town Center -> Town Clock in 5.
Corinth: Town Clock -> Railyard in 7.
Bangalore: AFlag -> Worker in 5.
Frankfurt: Town Center -> Academy in 4.
Uruk: Town Center -> Academy in 3.
Texoco: Town Center -> Light Industry in 13.
Lahore: Heavy Coastal Battery -> Harbor in 20.
Bordeaux: Town Center -> Railyard in 15.
Samarra: Town Center -> Railyard in 13.
Karachi: AFlag -> Town Center in 5.
Darkhan: Electric Power -> Royal Barracks in 1.
Nippur: Town Center -> Light Industry in 16.
Thunder Bay: Railyard -> Electric Power in 5.
Ephesus: Electric Power -> vETank in 2.
New Flamethrower.
Rhodes: Electric Power -> vETank in 2.
Surrey: Railyard -> Electric Power in 5.
Hakodate: Town Clock -> Light Industry in 14.

5 1812 AD (GA 03)

We have one Hebrew unit near Hebron.
The Hebrews in the desert are now touchable.
Persian units moved deeper into our land but did not attack.
No sign of Incan units.

Rename five workers to Anti-Persian Worker and fortify them between Bombay and Bangalore, preventing Persia from moving westward through our lands.

War
Ship across 35 untits.

Inca has an ROP with Persia.

We retreat once and die once before taking out the Incan garrison at Corihuayrachina (405 of 421).
This reaveals that the Incas have no roads on their side of our mutual border. Our border cities are immune to Cavalary and Hussar attacks.

At the moment, I think we can ignore the Incan threat (at least for this turn) and focus elsewhere.


Jerusalem (13) capital
Bombers ping two defenders.
Seven Arques and a Longbow protect this capital city.
Seven eETanks and one eHotchkiss put them to work (413 of 429, 8 of 184e).

Good News
t1812_01_Jerusalem.jpg



We now control Jewish Worldreligion, which is good for initial culture expansion in newly captured cities. We gain a slave, 6 resisters and zero gold.

North Jerusalem is placed 2N of Jerusalem, not too far from Macao.

Macao (15)
Three Arques are not enough (416 of 432 8 of 187e).

Good News
t1812_02_Macao.jpg


Zero gold, 9 resisters and the Chinese border.

This splits the Hebrew nation.

Bethlehem (17) capital
eETank rolls over the Arque garrisoning the city (417 of 433, 8 of 188e).
Didn't see the hill in the way, which stops that line of attack.

Little Bethel is to the northeast of Bethlehem, and also whacks a Chinese garrison.
Rubber is nearby, so the city is renamed and starts National Rubberplantage.
vLawyer tries to reason with Worker, worker disappears (418 of 434).
eHotchkisses make the city ours (421 of 437, 8 of 191e).

Good News
t1812_03_Bethlehem.jpg


O, This little town has 3 resisters and gives us no gold.


Gaza (15) capital
Our eHotchkisses retreat once, die once and win 4 times to capture this third capital of Israel (425 of 443, 8 of 195e).
We kill a ship in the harbor, which is good.

Good News
t1812_04_Gaza.jpg




Kadesh (14) capital
Three up and three down (428 of 446, 8 of 198e).

Good News
t1812_05_Kadesh.jpg


Once again, no gold and 7 resisters. Well, we do get a slave.

use the Hebrew Desert Forces for target practise; promote three units to Elite (436 of 455).


Mount of Olives is 2SW of Jerusalem, on a hill.

Elath (8) capital
The fifth Jewish capital is not garrisoned, but it is on a hill.
We lose three vETanks to the two Arquebusiers defending but in the end we wear them down (438 of 460).

Good News
t1812_06_Elath.jpg


Another Jewish city and still no gold.

Better News
t1812_07_Israel.jpg


Well, that takes care of that.

Cleanup
We lose an eETank clearing out 3 Chinese units (441 of 464, 8 of 201e).
Two eLawyers serve papers on two Chinese units and win both cases (443 of 466, 8 of 203e).
Both create Great Artists, too!


Workers
Leave 64 workers fortified near Calcutta.
We have a lot of offensive punch we can still deliver this turn.
[IBT]
And the save is attached.
 

Attachments

great progress

Elephantium, can you take the game?
 
Only five turns.

Isreal is gone.

We have started our Golden Age.

We are at war with Inca (their doing, not mine).

Thomas Edison
When we started our Golden Age we got a Scientific Great Leader, Thomas Edison. However, there was no Great Wonder to spend him on. So now he just hangs around in Washington, preventing us from raising any MGLs on the battlefields. Not really a good trade.


Next Main Target

Little Bethel Area 1812 AD
Spoiler :

t1812_08_CantonArea.jpg




Hanoi Area 1812 AD
Spoiler :

t1812_09_HanoiArea.jpg




Kolhapur Area 1812 AD
Spoiler :

t1812_10_KolhapurArea.jpg



We have a bunch units fortified around Delhi and Lahore that have not been used this turn. Forty-four eETanks, 16 eHotchkiss and 14 other Elites on the mountain near Delhi. Plus 22 vETanks and 42 vHotchkiss, some Rilfes, Flamethrowers and artillery. Lots of offensive firepower.

The question I could not answer was where to use those forces.

Inca declared war on us this last turn but have not done anything resembling a follow up. We attacked one Incan unit inside their borders and no MPP was triggered, so this is their solo fight. Inca cannot attack us easily. They do have Rubber near Juli (connected) and Oil and Uranium near Vicabamba (not connected). They have two sources of Saltpeter. Juli is 3 tiles from our border near Hyderabad but is surrounded by forest and hills. Vilcabamba is off by itself and rather isolated. The nearest Incan city is Vilcas, nine tiles away. The cities are connected, but the road runs through Turkey. Inca and Turkey are at peace but they lack an ROP. So we don't know what kind of units that Inca can throw at us.

Indo-China has Cavlary and 1900 Infantry. They were, and perhaps still are, at war with China. They haven't been a big bother to us but they do have the best defenders at the moment.

China's offensive punch is gone. Their best defenders are Asian Muskets, 6.6.1. They won't be as easy as the Hebrew nation but they should not be a problem, either.

On my own, I would ignore Inca until they showed up in force, focus on Indo-China's 25 cities with our Elite units and let the rookies take out China. And if I had time to play five more turns that is what I would do.

But since this is a handoff, the next player gets to make that call.

We also need to rebase many of our aircraft to support our war effort.

We have scouting units just across the border in China and Indo-China. They are still active and can return to our side with no problem.

Random Stuff
Since I wasn't sure how to proceed, I did not spacebar everything. The ship chain is still active, if needed.

There are two stacks of 32 workers each to the NW of Calcutta (4 rails in each stack). The five Great Artists are there also. Along with 15 airlifted Motorized Settlers.

We have five Anti-Persian Workers fortified to prevent Persia from crossing our lands to attack China or Indo-China. They are between Bangalore and Bombay.

Bangalore built National Oilfield.
Bangkok is building National Uranium Mine.
Hebron built a Supplycenter for Dyes.
Hanoi is building one for Wines.
Little Bethel is buiding National Rubberplantage.

Gems are just across the Chinese border at Macao. I missed them earlier.

We have not railed to Gaza or Elath.

Hanoi probably won't flip this turn. It needs 14 more units to make it unflippable.

Washington has a contiental rally point near it.

The lone Worker near Denver does not have his full movement; walked on a road for one tile.

The worker stack near Denver has no special purpose; they just got gathered there.

I've used the Royal Barracks in Delhi to heal all major damage. Minor damage (one HP) units just get fortified in case they might be needed for combat. One stack of lightly wounded Veteran units, another one of lightly wounded Elites.

Units that are wounded have been used for crowd control, resistance suppression and flip control on the turn they are wounded. They are sent to Delhi to heal the next turn.

SE of Denver is a small stack of Elite units that have produced an MGL. These tend to get used for MP and resistance duty.

Military, Compared to Start of Turnset
  • 381 Worker +26
  • 001 Arqubusier
  • 001 Cannon
  • 001 Late Pikes
  • 004 Marine Infantry +1
  • 055 Steamer -1
  • 001 Zeppelin
  • 006 US Cavalry
  • 005 Lawyer -1
  • ??? Move 2 Slave
  • ??? Move 1 Slave (manual counting)
  • 000 Great Artist
  • 029 HandleyPage Bombers +8
  • 001 Enslaver
  • 113 Hothkisss +13
  • 113 Early Tanks +28
  • 020 Steam Frigates -2
  • 004 Flamethrowers +1
  • 005 American Frigate
  • 019 Northeuropean Workers
  • 002 Partisans
  • 004 Schneider75 +1
  • 008 Heavy Artillery +1
  • 003 Coastal Battery
  • 012 Heavy Coastal Battery +7
  • 170 American Rifleman +28
  • 001 Motorized Settlers +18
  • 001 Famous Pirates
  • 000 MGL -1
  • 001 SGL (Thomas Edison) +1
    • Current Units: 970 +127
    • Allowed Units: 763 +57
    • Support Costs: 621 gpt (3gpt/unit) +210

Dreadnoughts in 2, +2347 gpt, 50102 gold. We are on the 3rd turn of 25 turns of our Golden Age.

We won 443 of 466 battles (retreats counted as a loss). We lost about 10 units overall.

In the first two turns we had 8 MGLs created from 96 Elite victories.

We got an SGL when our Golden Age kicked off, which stopped any further MGL creation. In the last three turns we had 106 Elite victories and no MGLs.

Seven Lawyer victories produced 5 Great Artists.

Eight Patisan victories produced 5 more Partisans.
 
A tremendous round. :goodjob: I didn't think we'd get our GA in time for it to mean anything.
 
I found MGL on the far continent not very significant. If there is something to keep the SGL for then lets keep it. If not we can rush some barracks in a resisting city or electrical plant or something.

We could also rush some walls for the humor value. We could be the only succession game to do so. Rah! or something.

Didn't realize relativity was so significant when I started it. It was more of a 'because its there' move than a plan.
 
I'd say keep the SGL for a great wonder. Rushing is sometimes useful for some barracks, but I don't think MGL's would make a huge difference at this time.

I forgot, are we going for domination or conquest?
 
We could also rush some walls for the humor value. We could be the only succession game to do so. Rah! or something.
If our government were Communism we could 're-educate' our SGL into a worker.
 
I've had scant time to play, but here's what I've managed:

Spoiler :

Pre-turn:

Found Minneapolis to get a Phnom Penh
Lose a Hotchkiss trying to kill the Garrison near Canton

IBT:

Indochinese launch an attack and raze Minneapolis :(
Carthage wants an audience. I refuse them.

Turn 1 (1813 AD):

Lose two Hotchkisses taking out the Garrison by Canton
Take Canton with the loss of one Early Tank

Re-establish Minneapolis.
We take Phnom Penh with no losses.

Build Two Harbors near Canton
That lets us take Tsingtao with no losses.
We also take Shanghai with the loss of two Hotchkisses.
On to Nanking. The city puts up some resistance, but she falls when we shower her with a bunch of hot kisses :P

Next up, Hangchow. The tactical city of Gemriver opens the way, and we lose a pair of Early Tanks in the battle.
Udong is close, so we take that. A Lawyer kills the last Cav in the city, but we don't get an Artist :(
Champasak is the next to fall to our Hotchkisses.
While I'm at it, Angkor looks good. We lose a few armored cars, but the city falls.
Tientsin takes another few Hotchkisses, but it doesn't pose any major difficulty.
Chengdu is a tough nut to crack; we can't reach their Garrison this turn. Still, the city falls.
Build Orlando to open the way to Beijing and Xinjian. They both fall with only minor difficulties.

Anyang goes next.
After that, I look further east. Corihuayrachina falls easily.
Kampong Cham is reachable, too, so I take it with the loss of a few units.
Rangoon is in reach, too...ours!

IBT:

Arg, Indochina recaptures Rangoon! :mad:

Maya/Korea sign peace.

Turn 2 (1814 AD):

We capture Da Nang with the loss of one Hotchkiss
Saigon is tougher, but it falls too.
We recapture Rangoon with little trouble, too.

Our Partisans strike out over the mountains and capture Delft - I'm very happy to get that city this turn :D
Ica falls the same way!
Tatung is the next to fall. I'm running out of Hotchkisses though...
I send more partisans at Shantung, but the city holds :(
Build Tacoma to open the way to Sara Buri...which costs a few Tanks, but it falls all the same.
We build a road N of Saigon to Prey Nokor, which falls with little fuss.

Koh Ker falls the same way.

Santa Fe gives us a route towards Huamanga in Incan lands. I set up some Early Tanks to attack next turn.


 
got it, will take a whole week though I guess
 
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