Sana01 - Bipolar RAR Teddybears

Ok more updates.
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Our first MGL became the Steel foundry in Berlin. This is so we can have our capitol spit out nice shields per turn as well.
An exercise in AI futility. Someone might want to uncheck something somewhere.
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lurker's comment:
I am amazed it took this long for you guys to wind up in a war. When I read the description of the game I thought this was AWDg starting later in the ancient age.
 
Yeah LK, so am I. I was expecting war much, much earlier. The first attempt at this game copped a jag rush inside the first 25 turns.

@ the canoe: :lol: :crazyeye: Maybe it's a Greenpeace zodiac hassling a korean battleship?
 
This is mostly a pictoral turn log. I did a fair bit of building, and rushed a few things but we still have 10000+ gold.
I built 1 BB, and loved it, so I have Leipzig on 2 turn BB's. Floating Heavy artillary I call them.
The Koreans are gassed, and the Zulu are dang close to gassed. I have avioded Psych, while still teching at max.
To finish this out, we can probably storm our own continent, revolt, then really go lay some smack down on the uneducated heathens on the far continent.
We have a cavalry army now, as well as the military Academy. The War college is coming soon. I wouldn't make any AV7 armies, but wait for our panzers. I just built the cav army so we could build some more nice small wonders.
I tried some spy plants that failed in 1495. We really needed LK to play this, as we have 2 total embassies, and he would've kicked our butts to plant the others.
It is wierd to have the Zulu as the most enlightened people in the game. Normally, they are pretty crispy long before now.
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http://www.civfanatics.net/uploads9/sana01-1500AD.SAV
 
Mostly pictures from me too. Panzers are fun to play with, the 4 movement makes a big difference to invasion speed when the AI has used a relatively wide city placement. The text log:

1505: Build War College
Zulu blow their spy sabotaging Frankfurt

1515? Get an SGL, make friendly with the zulu to get psychology, fission's the freebie

1520: Korea pokes us, so we get cranky with the Zulu again.
UN built with SGL

1530: WW kicks in, 1 turn before Fascism is available

1535: Revolt on IT, 4 turn anarchy

1550: We're fascists

1565: We've got panzers

1585ish: Make friendly with the Zulu again for 2 more techs

1590: A chinese airship bombs one of our battleships, to let us go back to work on Shaka

1600: We own our own continent.

We've got spies with everyone, and the increased transport capacity of boats is very nice.
 
UN is useful for warmongers too:
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New transport capacity is very nice:
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All that war, and finally on the very last city:
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3 units later:
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Nice, probably cannot play until next Monday. This game turned out to be a whole lot easier than I thought. I will probably play this AW, with much razing before this is all over. I will probably want 1 city on the other continent then a whole ton of rubble.
 
Whoops, I forgot something. What is your opinion on Facism?
Is it a useful government?
Are the gov specific improvements any good?
Are the double speed workers helping our cause?
 
Yeah, Raze away. I think occupy the small island to the NE, but lots of rubble elsewhere works.

Don't think I'll be using fascism much again. Double speed is nice, but not all that necessary at this point. The population drop on changeover isn't too bad, the cities not generating culture until they have a majority of natives is nasty. Especially as it's cash-rush rather than pop-rush. You can get around it by razing and replacing everything, which gives you so much labour that the double worker speed is needed even less. I think we'll want to use a lot of conscription to help get rid of the zulu citizens from our new cities. Only gov-specific is a corruption reducer, which is always helpful, I don't think secret police HQ will be that useful, as the unit it supposedly provides (secret agent?) once every 10 turns leads to an empty link in the civpedia.

I think the choice between communism & fascism would be much more of a choice if they remained the same but fascism was pop-rush, communism cash-rush. The only time now that I think fascism would be better would be lots & lots of surplus cash, lots of things to rush, and zero need of culture, especially of cultural expansion. Even then, communism is a good choice, and just use the cash to fund 0% tax until the end of the game.
 
Yeah, I was kinda torn between Facism and Commie. I like the 100% cap on Facism, and don't like the 80% in Commie.
Commie's benefits are production, which is really useful. Facisms other good benny is really awesome spies, but we shouldn't be needing that here.
Facism might be prime for a solo game where I am a religious civ on my own small continent, down in techs, and ready to steal my way to glory.
 
Remembered last night, I forgot to sell off all our manors when we changed govts.

Also thought of something I'll have to check that will make fascism a fair bit nicer if it works. Culture doesn't accumulate in cities more than 50% foreign, but if worker sacrifices still produce culture, 1 worker per city is enough for the first cultural expansion, which gets around the biggest penalty of culture not accumulating. Cities with 20 tiles available to work and stuck on 10 culture are a lot better than cities with 8 tiles & 0 culture.
 
Just a bit of an update for all youse out there in lurker land.
I invaded the other continent and gassed all the opponents.
We rushed the Ministry of Truth, Naval Academy, Pentagon.
I have razed the Chinese capitol, a half a dozen English cities, and a pair of Iro cities.
Panzers in human hands are lethal.
Our BB's rule as they take a bombing run from a blimp, then they shoot back and kill the blimp in 1 shot (bombard). We have spies with everyone.
BB's in Human hands are awesome, but not broken like strategic bombers. I have destroyed ~6 AI ships, and they are awesome at that.
Not a whole lot of pics or anything as my playing time for civ has gotten sporadic.
There are undoubtedly some Crack like moves as Saturday I played Football.
My 5'11" 213 lb frame was an offensive guard for 48 snaps. I had never played offense before and didn't yield a sack. I was happy, but my head and whole body hurts still. My wrists cannot flex yet, just due to the hitting on the line. typing and civving is really slow due to those restrictions.
 
sanabas said:
Remembered last night, I forgot to sell off all our manors when we changed govts.

Also thought of something I'll have to check that will make fascism a fair bit nicer if it works. Culture doesn't accumulate in cities more than 50% foreign, but if worker sacrifices still produce culture, 1 worker per city is enough for the first cultural expansion, which gets around the biggest penalty of culture not accumulating. Cities with 20 tiles available to work and stuck on 10 culture are a lot better than cities with 8 tiles & 0 culture.
Manors go away automatically when we swap government.
In Facisim you cannot sacrafice workers, which is a bit of a bummer. :cry:
 
Can't sacrifice? That sucks. Glad to see I wasn't responsible for too much weedage with the manors. Sounds like you're having fun with the panzers, and the football. Have to agree, I much prefer defensive line to being a tackle/guard. I think our standard over here is probably a bit lower though.
 
Some more updates:
I am on turn 15, and China has been banished to Islands, along with the Aztecs.
Turns are taking 30 min+ as I am trying to maximize our attacks and such. Since bringing the War Thunder in RaR is my specialty, I feel compelled to maximize my output in that area.
We are out of gold due to upgrading workers, even at half price. I have taken several fully loaded transports back to our side to beef up the terrain. I am getting maxed output everywhere, starting with the core and working out.
We own the seas completely, and are trading troops at a 15:1 ratio.
We have built every possible small wonder we can including nukes and the War memorial and have 2 Panzer armies full of named elites. I am waiting for more named elites to fill up our third army, currently empty.
Research is on ecology for the 50% shield boost, Leipzig is now building hollywood.
 
Turn 20 finally came. I shouldn't see this again. We can win anyway we want now, with the possible exception of the diplo method.
A bit of a teaser, as the English were the big dogs when I started. You actually will have to DL the save and take a peek if you want to see the final standing.
I shouldn't see this again, but I will say that the Germans are prime for this type of game. I really like the Panzer.
sana01-1.jpg


http://www.civfanatics.net/uploads9/Sana01-1700AD.SAV
 
sanabas said:
Can't sacrifice? That sucks. Glad to see I wasn't responsible for too much weedage with the manors. Sounds like you're having fun with the panzers, and the football. Have to agree, I much prefer defensive line to being a tackle/guard. I think our standard over here is probably a bit lower though.

Lurkers comment: Government special improvements "vanish" if you switch governments, so you don't have to pay maintenance.They will reappear if you ever switch back to the government.Nonetheless, selling can make sense - if you are sure you won't come back, you can squeeze some coins or (after recycling) even shields out of those buildings...
 
Since Sanabas appears to have gone missing, is there a lurker out there that would like to finish this up?
Perhaps a lurker that likes playing as the Germans? (He should guess who he is by now).
But seriously, does someone want to put the fork in this one?
 
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