RB1 - Cuban Isolationists

What I'm trying to figure out is whether RB1 will end up being the best Civ IV SG ever, or if Civ IV is so awesome, that this is a typical SG. The mind boggles ...

Civ Free or Die!
 
Phal said:
I don't understand how you RB folks think

Let you in on a little secret? :mischief: WE DON'T EITHER! :lol:

That's the beauty of these guys. They just don't know when to say, "Enough is enough".

"Go forward until the last round is fired and the last drop of gas is expended... then go forward on foot!"

"The test of success is not what you do when you're on top. Success is how high you bounce when you hit bottom."

"Accept the challenges so that you can feel the exhilaration of victory."

"If everyone is thinking alike, someone isn't thinking."

"If a man does his best, what else is there?"

Incredibly, I can quote people other than General George S. Patton, Jr, but why stop when you're on a roll! ;)


they go absolutely nuts with the whole 'Hydra' thing.

That "Hydra thing" is raking in 300gpt out of one city. You come up with another beast who can do that better, and we'll worship her, too! :lol: In the mean time, we shall continue to heap our praises on the great Hydra HinBudJewIsm the Magnificent! :worship: And what a gloriously rich [female canine] she is, too! :rotfl:


OK, I've got some more results coming here momentarily, so stay tuned. :cooool:

DISCLAIMER: The term "momentarily" may have been used in a somewhat metaphorical manner. We accept no responsibility for mental damages arising out of inaccurate and overzealous expectations arising from literal interpretations of this phrasing. Thank you.

Civ long and prosper. :rockon:


- Sirian
 
Tarkeel said:
I'd guess that "current build overflow correction" is the number of hammers that would overflow from this build, and thus saved for the next one.

Yes, that was my guess too. But unfortunately, after scrutinizing, I see it's not. Now it seems just waste to me.
 
Sirian said:
DISCLAIMER: The term "momentarily" may have been used in a somewhat metaphorical manner. We accept no responsibility for mental damages arising out of inaccurate and overzealous expectations arising from literal interpretations of this phrasing. Thank you.

- Sirian

:rotfl:
nice discalimer.
 
1884AD: Yes, folks. We are still on Turn Two. :crazyeye:

An adventurous enemy Frigate wandered in to our waters off Northwest Isle.

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That's our Destroyer (apparently, using the new Cloaking Device!) on the left.
That is the punctured and sinking English Frigate on the right.


Meanwhile, back at the front, having taken York, those Horses are now ours.
However, the unit that was guarding them can now pillage them!
I've had enough of the Horse Thieves for now, so I promote our newest Infantry unit.
Combat II and Pinch = maximum boost for attacking enemy Infantry in the field.

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Oh well. Every dog has his day.

Second team, with City Garrison promotions (of all things) comes in to mop up.

I also need to take out those Knights who pillaged our Town at Rosa.
I killed one, but the other must also pay for its audacity.
Not many troops around, though, so another "city dweller" comes out to fight.

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That's it on the fighting for this turn.


I have no idea where these Japanese are sailing off to, but it may be significant.

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If we cannot cross by sea to either western continent, then we have only one option left:
We will have to extort a city out of somebody: a cheap colony not on their home continent.
Then we can airlift in units and establish a beachhead, and maybe, just maybe... :mischief:


SO THEN...

Sulla suggested I might take as long as two turns to declare. [pimp]

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Yeah, right. At the end of Turn Two, I've already conquered the eastern third of England, and...
I have pushed the entire front west of Rosa. :ar15:

The intense clash of armies has occurred and England is crumpling.
Now comes the hard part: the logistics, the war weariness, and the risk taking.

Weariness is the first problem. I have to dial up Culture Tax to 20% to fend off the War Anger.
(Check the top left. See that 20%? Yep. VERY pricey stuff, but what choice is there?)
And we are just getting started!
 
IBT 1884AD: The English are pulling back. Except their stranded pillagers on NW Isle, who pillage more.

1886AD: Having upgraded two Rifles to Infantry, we counter on NW Isle:

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Good night my good Knight. Good nite!

Man, those Grenadiers put up a heckuva fight. :eek:

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However, with that, the infestation has been removed from NW Isle.


In the deep south, our Recon Tank engages the guards at the Iron mine.

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That tank started at 8XP, went to 9XP in the first "ice fight".
Now to 11XP and its third promotion.

There will be no surprises on our southern flank.
I'm push the front forward all the way across the continent, north to south!


So here's a useful tip. Units that will be moved together can be grouped.
Click on one, then shift-click others to add to the current group.

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These artillery pieces are enough to take any city from whatever to zero defense in one shot.
I group them. Why not? They won't be separating again until this war is over!
I move them through York and in to that forest, where Infantry escort awaits.
There's no rest for the wicked. Conquest proceeds as fast as your artillery groups move, and no faster.
So it's important to keep them moving!

"Go forward until the last round is fired and the last drop of gas is expended... then go forward on foot!"


You are looking at the tail end of the English offensive force:

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Buh-byes, now. :wavey:

That was the last English unit that shall ever set foot on native Cuban soil.


In the island chain, we have an unpromoted Transport. Oh way cool.

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I often add more movement to 10XP transports.
Flanking I opens access to Navigation promotions.
Each is worth an extra movement point!

Our ship goes from 5 movement to 7, just like that.
It's current mission is to transport those workers to make Dye plantations.


A peek at the rear end of England:

rb1-238.jpg


The troops are getting thinner over there.
I know England still has some reserves.
(The new Civ AI tends not to "run out of gas" as quickly as Civ3 AI).
(In fact, you've already seen them RETREAT and regroup during this war!)
Even so, they have taken huge losses!
While we've got only a few KIA and a lot of medical patients.

A global look at the region at the end of my third turn:

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IBT 1886AD: Nothing happens. That's right. NOTHING. No English advance.

1888AD: Discover Fascism. (Start Radio).

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Fascism is essential for intensive late game warfare.
Not that you -have- to run Police State. You don't. (It's often wise, though!)
But because this tech enables Mt Rushmore national wonder.

Three items can diminish War Anger:
-50% if you run Police State civic.
-25% if you build Mt Rushmore national wonder.
-25% in a given city if it has built a(n expensive!) Jail improvement.

The only way to completely negate War Weariness is to enact all three!
If you do, though, you can make war without end.

Well, we've got major problems here. We were already on the cusp of our Happy threshold.
War Anger is pushing most of our cities in to the red. Red as in RED FACES. :mad: :mad:
Don't tick off your people, man. At least, if you do, you'd better have an Exit Strategy. :lol:

I think we already have enough units to win this war.
So I shut off unit new unit production two turns ago, actually.
Only two units still being built at this time. (Planes don't count! No XPs, no promotions).
Why run XP-adding civics when not training units?
I pull a triple swap:

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* Police State halves the war anger, letting me undo 10% of the Culture Tax.
* Free Religion adds Happy in most of our cities. This counters the LATEST War Anger. (Heh).
* Bureaucracy will help boost income in the capital, plus production of Broadway.
(You can see it's already going at Havana, if you look at the shot above.)
Broadway will add more happy to our empire, of course.
(Replace the Whales we lost when they went obsolete!)


Our new Fighter planes are entering the war zone, right? ... Right?

Bzzt, wrong answer. The war is under control. Need reconnaissance for the NEXT war.

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Not the best news, but at least those cities aren't at all developed yet.


Our forces are closing on the next English target, at Hastings.
Capture ETA = 1892AD.
And I said I wanted to take London?
Using only our existing troops??? :lol:
Our "accurate" artillery are in a pack down there approaching Hastings.
We've got some combat artillery in the north, two wounded units.
If I don't get some Artillery to London, you can forget that idea.

The region at the end of turn four:

rb1-244.jpg


Things are quieting down a bit at the front, but getting louder back home. :crazyeye:

West Point, Broadway, and Mt Rushmore under construction! How... wonder-ful.


- Sirian
 
Sirian said:
Three items can diminish War Anger:
-50% if you run Police State civic.
-25% if you build Mt Rushmore national wonder.
-25% in a given city if it has built a(n expensive!) Jail improvement.

The only way to completely negate War Weariness is to enact all three!
If you do, though, you can make war without end.
Not 100% correct.. as found in this thread. it seems police state and rushmore will remove 75% of the WW, while jail will remove 25% of the remaining WW.
 
Gyathaar said:
Not 100% correct.. as found in this thread. it seems police state and rushmore will remove 75% of the WW, while jail will remove 25% of the remaining WW.

Really? Hmm. Not my understanding of how it should be working. :) (The Jails are expensive! They need to be doing something worthwhile.)

Thanks.


- Sirian
 
Sirian said:
Really? Hmm. Not my understanding of how it should be working. :) (The Jails are expensive! They need to be doing something worthwhile.)

Thanks.


- Sirian


Well, they're doing something. It's just that their effect decreases when you have police state and/or Rushmore. Without either, 25% ain't nothing to sneeze at.
 
1890AD: The English remain quiet. I continue to push the front.

Our Fighter flies over the outer reaches of Japan:

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We have no hope of crossing to that continent by ship.

The noose tightens on Hastings, where they have only three defenders:

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You can also see an expeditionary force pushing forward in the north.
The forward units up there include two Tanks w/ Pinch, a Guerilla II Infantry, and a Drill III Machine Gun.
That's a long road to London, though. :sad:
And I don't even have any artillery pieces on the move up there. :(

That's it for turn five, a very quiet turn.


1892AD: BOOM! No more city defenses at Hastings.

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ATTACK!

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With the defenses down and using promoted units, we walked in to Hastings.

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Unfortunately, London's culture is so extensive, it reaches BEYOND Hastings. :eek:
Our movements through the area remain interdicted by resistance from the locals.

Our Recon Tank gets a peek inside London, from across the lake:

rb1-250.jpg


Wow, that is a ton of units. Fortunately, most are still obsolete.
There are only four more turns on my round. Can I still hope to attack London??
I finally move my two (non-accurate) Cannon units in the north in to English territory.
They've got a long haul, though.
I also push forward with more units, including some from the early fighting who have healed to full health.
 
1892AD: Scouting in the north reveals certainty of opportunity to cross to the NE continent.

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At the very least, we can go over there and give India and Rome some grief.


IBT 1892AD: The English throw the kitchen sink at our vanguard near London.

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They had two units withdraw (survive, even though they lost).
Numerous others were KIA (killed in action).
Our sturdy Tanks, highly promoted, both survive the onslaught.

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Well. That was pretty much the last offensive gasp that Liz had left in her.


1894AD: We push forward.
This includes Machine Gun and Guerilla-promoted infantry to cover those Tanks.

IBT 1894AD: The English throw more Cannon units and other units at our 4-stack outside London.

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They do mostly minor collateral damage, which is quickly healed by resting with Medics in place.


1896AD: Discover Radio, start Medicine.

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You can see some of the combat messages in the background.


We now have four Tanks in position at the holy city of Coventry.
I have just one question to ask myself. Just one question.
"Are you feeling lucky today, punk?" :lol:

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28 to 29 odds. If I attack now, I will probably lose an elite Tank.
"Go ahead. Make my day."

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Don't count on luck in Civ4. You'll be disappointed. However...
I have brought enough toys to this party to overcome a setback!
Sometimes it's better to be good than lucky.

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And sometimes it helps to be both.
WE HAVE CAPTURED THE DAI MIAO! (Intact, apparently!)

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The Shrine, the Market, and the Bank have all survived?!?
HinBudJewIsm the Magnificent has blessed us with Her immortal favor.
 
1898AD: Havana builds Broadway, starts Eiffel Tower.

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M-City builds Mt Rushmore, starts Rock-N-Roll.


Our two "combat" Cannon, lacking Accuracy promotion, fire on the defenses of London!
Defenses reduced by 2/5ths, from 80 to 48.
Our Tanks encircle the city.

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Logistics are the foundation of victory. :hammer:


Forest chop at Peurto Principe instead ships the logs across the channel to Deserta. :crazyeye:

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Forward, we march. Forward, ever forward.


1900AD: Our artillery are ordered to fire on London.

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I have just one question to ask myself.
Just one question. :cooool:

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Of course, you know what the answer is going to be, right? :lol:

:whipped:
 
1900AD: THE BATTLE OF LONDON!

God save the Queen! (That's her only hope now!) :lol:

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Forward we march. Forward, ever forward. Our destiny awaits.

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At the end of my ten turns, 75% of England has been conquered.

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A global view:

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Now that's what I call entertainment. :cooool:


- Sirian
 
Oh One More Thing(TM)...


We should found some new Fishing Villages in the south.

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There are, like, some UNUSED DOTS DOWN THERE! :twitch: :dubious: :twitch:

:whipped: :lol:

;)


- Sirian
 
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