SGOTM 02 - Geezers

In vanilla cities accept only one airlifted unit per turn. I am almost 100% sure. That's why I thought that Turfan is not a necessity to keep. It will be difficult to hold it as all of Mao's units will be able to attack it due to the cultural pressure. Even his 1 move units will have direct access to that city. I do not know whether it is worth it.
 
ack, the dreaded quintuple post happened cause of that darn forum database problem lol

Yes, it appears that an airlift can indeed only happen once per turn going into a city on vanilla...that's why I razed Turfan :mischief: :crazyeye:

My turnset is finished...Quick summary: Mongols are history, Turfan was not kept, and we are at war with Mao again, with Mao having lost 2 cities already. Also, we are researching Radio right now.

I noticed Democracy would only take 3 turns, and considered going down that road so we could switch to emancipation to remove the unhappiness, but decided that may not really matter anymore.

Turn 0: We don't need anything on culture slider right now, there's no war weariness, so I remove that and put research at 100%. Losing 318 gpt, but will have industrialism in 6 turns now.

IBT: Kill an artillery and cavalry that attack our stack near Karakorum.

Turn 1: Upgrade a cavalry, two galleons, an ironclad. Move troops, airlift troops.

IBT: Kill 2 more artillery at Karakorum, lose Gunship at Turfan.

Turn 2: Move troops around, loaded 3 transports full of troops. Lose !!4!! battles with 80+% odds at Karakorum. Lose 2 suicide artillery. Raze the city finally.

IBT: Nothing

Turn 3: Move more troops, I'm moving in on Samarqand with our main stack, with the reinforcement troops heading to Turfan. Barcelona pops a Prophet. Since Our choices are attach it to a city or build either the Christian or Jewish Holy Shrines, I build the Jewish Shrine. Judaism is more widespread than Christianity.

IBT: Lose 2 gunships near Turfan(stupid troop movement) :(

Turn 4: Move troops. Close in on Samarqand and Turfan

IBT: Nothing

Turn 5: Begin bombarding Samarqand. Move troops.

IBT: Nothing

Turn 6: Industrialism>Radio. Science lowered back to 50%, culture to 10%. Every city that finished a build this turn told to build a tank. Samarqand razed at the loss of 1 infantry and 1 artillery.

IBT: Nothing

Turn 7: Take Turfan at a loss of 2 Infantry...ACK! I accidently razed it! Well...good news is we didn't really need an advance base for China, Mao will fall fairly easily to our large armies. :D

IBT: Nothing

Turn 8: Upgrade 5 cavalry to Gunships, move our two main stacks to the Chinese border, start massing troops on both German borders as well.

IBT: Nothing

Turn 9: War declared on Mao. All stacks were reporting ready for duty, so I saw no reason to keep them waiting any longer.

IBT: Nothing

Turn 10: Macau razed with no losses. Raze Shandong, losing 2 Gunships. Destroy Mao's two offensive stacks. Move troops into Mao's territory.

oh, and did I mention we've got some collateral damage, CR Tanks on their way to the front lines? :D
 
I'm glad that somebody made up for the lack of successful action in my turns. :goodjob:

Just a couple of points. Perhaps having a large stack of units right next to Bismarck's borders is not the most subtle of actions. :) On a related point it looks as though we are down to a net zero in terms of our relations with Bismarck. We probably need to to be careful that he doesn't backstab us before we get the chance to do the same to him.
 
well the majority of our troops near bismark's borders are hidden in our neighboring cities, the only stack that isn't is in former Egyptian lands and could easily be moved into one thanks to the railroads.

Mao's main defenses seem to be marines, so I kept most of our malinese cities building gunships for awhile, they don't count as gunpowder units, removing the biggest defensive bonus of marines(+50% gunpowder). Now that we've got tanks though, they should be easy pickings. A number of infantry that were newly trained were given combat 2 and ambush, to help out with our future war against panzers. I also gave some of the gunships combat 1 and 2 so that they could get ambush next level.
 
Looks like RL has claimed klarius for the time being. :( Perhaps you should consider taking it mark.
 
Well, coming back a bit late, but I played :).

Summary:
Proceeded with Mao and started war on Bismarck.
Not really much opposition of both.
The map starts to look less crowded by now ;)

Turn Log:

Turn 0 1896:
look around. Cancel a few goto orders. Change some builds (why we would need a lot marines ?)

Turn 1 1897:
Nothing really happening.

Turn 2 1898:
Still not much. Knock down defense of Xian.

Turn 3 1899:
Burn Xian.
Getting tired by this slow war against Mao and declare on Bismarck.
Capture Bremen. Capture Awdaghost. Burn a german village.

IBT:
Bismarck counters, but less than I thought.
Also Mao does a little.

Turn 4 1900:
Radio is in. Science to 0 and I don't think we need anything more.
Burn Nanjing. Burn a German village.

Turn 5 1901:
Not much.

Turn 6 1902:
Burn Beshbalik.

Turn 7 1903:
Slowww going.

Turn 8 1904:
Torch Düsseldorf. Shanghai burns. Raze Hamburg.

Turn 9 1905:
Burn Berlin. Raze Leipzig.

Turn 10 1906:
Just moving.
 
Nice progress klarius. :goodjob:

The culture rate at 60% is interesting. Presumably due to WW. :( Although perhaps we need to look at reducing the culture rate because of this:

DomStat.jpg


An inadvertent domination win would be embarrassing. :crazyeye:
 
I intended to keep culture rate (and by that production) high until capturing and keeping Beijing (Kremlin).
Then put the rate down to 0, keep it there and whip all cities to small size until the end of the game.
 
well, the reason I had marines building is cause of the +50% against gunpowder units, plus there were so many cities to have build troops that with plenty of them building tanks I just put the lower production ones on marines since they would build faster.

looks like we'll win soon, although I don't think we're in line for any of the laurels from what I've seen of the other graphs...we do have the most points though ;)
 
Thrallia said:
looks like we'll win soon, although I don't think we're in line for any of the laurels from what I've seen of the other graphs...we do have the most points though ;)

No, we are far away from getting any laurels. :lol: I think the winner is already set. Team CFR has finished this game very early.
 
klarius said:
I intended to keep culture rate (and by that production) high until capturing and keeping Beijing (Kremlin).
Then put the rate down to 0, keep it there and whip all cities to small size until the end of the game.

Thanks for the explanation behind this decision klarius. I'll have to experiment with this in my offline games.

However why do we want to keep Beijing? I understand that the Kremlin has an effect on production but by the time it comes out of revolt will it really make that much difference to the game?
 
The Kremlin reduces hurry cost in all cities.
Beijing doesn't need to come out of resistance for doing that. And this works with whipping, to get us our final attack force.

BTW Beijing should happen next turn. No use to conserve troops in China. The troops which are there can suicide, they will probably anyway not make it into Germany in time to make a difference.
 
IBT : nothing

1) 1907AD : take Beijing

IBT : nothing important

2) 1908AD : raze Byblos

IBT : nothing

3) 1909AD : raze Chengdu
while approaching Hannover I notice a transport with a German settler, whip a destroyer and a bomber on our island cities to tkae care of that transport
raze Munich

IBT : nothing

4) 1910AD : raze Guangzhou and Mao is history
raze Hannover
raze Essen

IBT : nothing

5) 1911AD : raze freshly founded Dresden

IBT : nothing

6) 1912AD : raze Frankfurt

IBT : nothing

7) 1913AD : raze Dortmund
get forces in position to take Cologne next turn

IBT : nothing

8) 1914AD : raze Cologne and that's it. :woohoo:

Thank you guys to keep this going. :hatsoff: It was a quite funny game and I am very curious to read how CFR could finish that early.
 
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