RBD12 v2.0 - Roman Conquest!

(0) 1450AD Despite my earlier comments, wartime mobilization is probably a good thing here as there's little infrastructure left to build. We will never get to tanks either in this game, so there's no reason to research. One thing that we will need is some infantry to go with all the artillery, so I make a few changes.England is definiely finished too. I will go for China next, since we have sooo many units there, and leave Babylon to the end.

(1) 1455 Lots of units finish being built. Chinese stack moved next to Cannae. York takes a ridiculous toll from artillery bombardment, but lives for one more turn. In China, massive pillaging takes place. Cannae is fortified with many extra conscrpit infantry to prevent its fall.

(2) 1460 Umm... The English apparently had 1 cavalry left. They walked around my units and recaptured London. Not that it was hard to take London right back. Then we get this message:


This is then tempered by some bad luck. Our infantry ARMY loses to an Babylonian infantry. It was exposed, and I thought, why not take it out? Well apparently even with our 12hp we couldn't do 4 damage. That is just... whatever. Much better luck on our home continent though, as we destroy the Chinese stack with conscripts and only lose one infantry. Granted, they were attacking forces that only had 1hp, but that's still good. Massive promotions to regular status too. Beijing is now getting bombarded into the ground.

(3) 1465 Beijing is now down to size 6; wasn't it like 18 before? Combo of drafting and bombardment beats the hell out of cities. Depending on our luck with the artillery, we can assult Beijing on the next turn. These turns are taking a loooong time; I'm glad this game is almost over. And how on earth can LK play those games on huge earth maps? :)

(4) 1470 I take Sparta from the Babylonians, which was lightly defended. One of those infantry from hell took out three infantry with 1hp and promoted twice before we killed him though. In China, Beijing gets rocked further but I wait one more turn to finish getting our artillery there. We have 31 artillery and roughly 20 infantry ready to attack Beijing next turn. Who wants to bet on China's chances? They're about as high as China's odds of winning the World Cup. :lol:

(5) 1475 After some truly horrendous casulties, we take Beijing. Our artillery was less than accurate, as even 31 shots was not enough to get all the defenders down to 1hp, and their forces went through many, many promotions. About 15 infantry died taking the city. But we have it now, and it will be a worthkless size1 city if (when?) it flips back to them.

(6) 1480 This turn was spent setting up for an attack on Nanking. Unfortunately, without tanks we can't move very fast, but when we get into position the results are very, very nasty for our enemies.

(7) 1485 We need more infantry and no more artillery at this point, so I switched almost everything over to infantry. Nanking gets hit harder than any city I've ever seen: population from 11 to 1, every unit down to 1hp, and all city improvements destroyed. Wow... anyone who doubts the power of a stack of artillery better watch this one.

(8) 1490 The Chinese inexplicably move a defender out of Nanking (?) We oblige them by taking it with a mere 6 infantry, only 1 lost. Average luck this turn instead of bad luck carries the day. Next target will take another 2 turns to set up. The Babylonians continue to do nothing except bombard with two ironclads (I'm real afraid).

(9) 1495 I get a billion messages telling me to switch to hospitals. Why can't we turn this option off? Our artillery SOD moves into range of Canton. China counter-attacks with.... a longbow! They're out of gas. It's just a matter of capturing their cities now.

(10) 1500 Canton isn't even worthy of our SOD; only about 15 shots are needed to destroy everything in it. We can attack it next turn, and it WILL die.

Comments: If you want to speed up the process, start building some cavalry. I was lazy and didn't do so, but they will allow us to destroy cities at twice the speed. We don't need any more artillery! This game is pretty boring at the moment, let's finish it and chalk it up in the win column. I am sure that this was my last turn; someone else gets the honor of finishing the game. :goodjob:
The Game: 1500AD
 
Zed,

That's a good idea I should have done it.

One thing I not sure of is do MPP trigger anymore (or maybe it never has) if you attack someone inside your cultural boundaries. So for China to trigger our MPP with Bab the Chinese would have had to attack us inside our borders. I could have still done this by tempting the AI in Azteca.


All,

As for the decision to draft and mobilize:

I never do this either. But, for this style of game, a freaking conquest, this should be a no brainer. My thought was this game was wrapping up to be a pretty boring end with the outcome fixed. I was hoping that by drafting conscripts and mobilizing all our defensive infantry we could crush the rest of the world even quicker. The problem is I underestimated the amount of artillery I would need to complete this correctly. I should have rushed an additional 10 or so artillery and defended each stack with 3 conscripts instead of 2. Then we'd all be going on about my brilliant use of drafting and mobilization instead of saying huh?

One thing I have noticed is it seems conscript infantry promote almost after any successful battle when you are a Military civ. They easily can beat (defending against attack) a veteren or elite infantry and then that silly 2/2 unit doesn't look so bad. Also, longbowmen (the silliest of all units) make great conscript food, a 2/2 conscript promotion from attacking a longbowmen is almost a given. Finally, the new way the AI uses "defensive" units like infrantry, rifleman, etc on the attack makes conscripts much more attractive and this is something new in the 1.21 patch.

So before ripping me a new one for stepping outside the only way to play box that CIV 3 put us all in, I wasn't doing those things without reason and I'm still not convinced for this type of game they aren't useful and a quicker better way to win. I just screwed up the execution dangit...:cry:
 
Conscription and drafting can be powerful tools in the industrial era, when you have a clear idea of what you are going to do with them and especially how you are going to cope with the downsides. Drafting a little is not bad at all -- just don't overdo it! Especially if you're likely to have war weariness issues (not a concern here.) Mobilization is a great way to get a lot of troops built in a hurry, and can even get you some key infrastructure quickly if you play your cards right and make sure to start necessary infrastructure projects before you mobilize. You HAVE to have a plan for how you will get out of it in time for the next round of infrastructure builds, however. In this case, I agree with Architect; mobilization and drafting were not a bad idea, but the execution could have been better. Especially drafting conscripts to defend lands that were not in any danger of being attacked and remobilizing the veteran troops there sitting on their duffs doing garrison duty was a good thought.
 
Pre-turn - Minor adjustments. Wake up lots of transports. Strart moving ships and troops from England. Beijing flips back to the Chineese.

1505 AD - Bombard Canton. Attack and get great Leader. Canton Razed. Tsingtao razed.

1510 AD - Razed Beijing.

1515 AD = Bombardment.

1520 AD - Land infantry on Babs island. Raze Shanghai.

1525 AD - Take out first Bab iron.

1530 AD - Babs have one tank. They land it on our island to their south.

1535 AD - Babs no longer have a tank.

1540 AD - Xinjian captured and troops start loading for Babylon.

1545 AD - Get last Babylon iron and start Bomobarding Nineveh.

1550 AD - Babs saltpeter is gone, troops start to move towards rubber. The rubber is their last resource of any type.

This should be over in about 25 turns at most. There are stil a lot of arty and troops in Xinjian.

Conquest 1550 AD
 
I agree - this one is close.
Our only "challenge" is to transport enough artillery over quick enough.
 
25 turns? Try 9.

Conquest victory, 1595 AD, final score 3261.

At the start of my tenure we had 50 artillery and over 100 infantry. Should have built a few more artillery, would have made the last few cities easier, but 2 stacks of about 20 arty each were quite sufficient to pound the Bab cities into ruin. I wound up just assaulting the last city with a dozen or so waves of infantry to eliminate the last resistance before 1600 AD.

Good game, all. A few unexpected bounces set us back; I expected the game to be over before the Industral Age, but the result was a foregone conclusion none-the-less. A couple points of note looking at the replay: we got off to a much slower start than our neighbors, and culturally we lagged the whole game, but notice the huge spike in our powergraph once we conquered Egypt -- the island format really prevented any single AI from becoming a superpower, and so we never really had a serious challenge. Just line 'em up & knock 'em over.


http://www.civfanatics.net/uploads/rbd12-romans-1595ad.zip
 
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