SGOTM5 - Team MOTH

Keep up the good work. Concentrate and crush.
 
http://gotm.civfanatics.net/saves/sgotm5/MOTH_SG005_AD1900_01.SAV

Pre-turn - things look very good. Arabia is broken, our progress should accelerate from here until we are done.

MM a little. Change all scientists to taxmen except for one - no difference in research but a lot more gold.

The dreaded stack of 3 Spanish longbows approaches . Our shorelines get bombarded some. We quell a bunch of resisters.

Turn 1 (1882) - We kill an Arab musket who wanted to pillage our oil. We capture Grenoble from the Arabs. Our tanks shred some Spanish longbows.

IBT - Celts and Arabia sign peace.

Turn 2 (1884) - We capture Valencia and Santiago (with a bunch of slaves) from the Spanish. We raze Liverpool and leave a marine on the island. We have destroyed the fragile English. We take Khurasan and Mansura from the Arabs. We autoraze Suhar.

IBT - Zulu declared on the Japanese - our 2 strongest remaining rivals have decided to make it easier for us.

Turn 3 (1886) - We autoraze Pamplona. Move toward remaining Arab cities.

IBT - A Spanish longbow jumped out of a boat near Kazan which is undefended. There is no way to defend it now - it has no improvements and will be autorazed, so I just abondon it.

Turn 4 (1888) - Abandon Kazan. Autoraze Zaragoza. Captured Bayt Ras and Damascus. Arabia is almost done, so we sign an RoP with the Iroquois - we give them 1 gpt and start moving artillery into their territory.

IBT - Our people want the Battlefield Medicine.

Turn 5 (1890) - Capture Najran and the Great Wall. We disperse a barb camp in the former Spain. Capture Lyons.

Turn 6 (1892) - Investigate Grand River: 4 vet infantry. Tonawanda has 3. Tours has 3. Line up the troops and declare on the Iroquois. Autoraze Neodakeat. Capture Tonawanda and Tours. The artillery did not do enough damage to Grand River, so I don't attack that this turn. I'm leaving Spain's only city until it expands.

IBT - Japan cancels our RoP. I wonder why... they will renew for the right price later.

Turn 7 (1894) - Capture Oswego. Capture Aleppo with Newton's University and the "Glorious" Arabs are eliminated. We picked up another leader in the battle, so we will soon have another tank army.

Turn 8 (1896) - The Zulu discovered Fission. We definitely do not want a UN vote, but they refuse to sell even for Ecology and all our gold. We are at peace with them for 7 more turns so renegotiating peace is not an option. Detroit is our most productive city, and it has a lot of shields in the bank, so I change Detroit to palace. We should get fission ASAP and be sure to build the UN.

We capture Grand River and own Smith's Trading Company.

IBT - Scandanavia and Iroquois sign a trade embargo against us.

Turn 9 (1898) - Nothing of note.

Turn 10 (1900) - Capture Salamanca.

The Zulu have not started the UN yet, and nobody else has fission. There is a prebuild in Detroit for the UN as soon as we can trade for fission (by renegotiating peace in 6 turns if not before).
 
pre-flight: change some mm around get a few things a turn early at expense of cash. Draft a few units in size 7+ towns with extra food. Disband conscripts to rush tanks or arty. Trade luxuries to Zulu for 67gpt.

IBT - Celts and Zulu sign MPP. Celts declare on Japan. Some shore is bombarded. We build Wall Street. Lots of Celt settlers coming thru.

1902(1) - Capture Allegheny and Niagra Falls, Auto-raze Oiogouen.

1904(2) - Capture and Raze Iroq town. Capture the last Spanish town getting a Leader in the process.

1906(3) - Capture Mauch Chunk - Iroq's down to 2CC.

1908(4) - Sign a MPP with Zulu to try and get Zulu's at war with Celts who are in our territory. It will also get us to war against Japan, but we are ready. I leave out a slave to be attacked.

IBT - The Celts don't take the bait. Japan activates our MPP. They attack a tank and we get a leader who then dies when the tank retreats. London Riots due to fewer lux and I next through the cities to prevent more riots. Zulu's then declare on the Celts.

1910(5) - Destroy a few Celt Infantry and capture 2 settlers. Autoraze a celt town. Bombard two Japanese cities. Capture Kagoshima along with Universal Suffrage. Capture Celtic Lapurdum. Capture Japanese Sapporo.

1912(6) - Raze Tokyo. Capture Celtic Eboracum. Capture Matsuyama. Kagoshima's flip risk is huge, so I abandon it after moving troops past to prevent the flip of Universal Suffrage.

IBT - Gems expire. I will shop around Ecology next turn as Zulu will not sell Fission for any price.

1914(7) - Capture Osaka. Zulu can't afford full price for Ecology, so I hold off. Gems is the only Lux we don't have on our own now.

1916(8) - Kill a Japanese Infantry and get a leader. Abandon Osaka as the flip risk was 10%.

1918(9) - Capture Nagasaki. Capture Agedicum.

IBT - Iroqs and Zulu sign MA vs Celts. Eboracum flips back to celts. We lose an Infantry.

1920 - Raze Centralia. Recapture Eboracum.

Summary - I've been building up cash to try and buy Fission. Our Palace pre-build will run out during Bede's turns, but noone has started UN yet either. We've got a good little airforce that I used to reduce the Iroq capitol over several turns. Japan is tough, they've got more culture than us and the flip risks are huge. I was mainly capturing the cities to give me a better path to the next city. The Artilliary stack is pretty deep in Japanese territory and can bombard their biggest city as well as their source of rubber. I leave it to Bede to determine if we should abandon Eboracum or Agedicum (I left tanks with movement there).

http://gotm.civfanatics.net/saves/sgotm5/MOTH_SG005_AD1920_01.SAV
 
Got it.

I think we are past the stage when keeping captured cities do us any good other than shortening the mop-up period.

Will see if a little strong arming will get us to Fission.
 
I forgot to include in my comments that bombarding has yet to destroy the Iroq capitol barracks. Once we have destroyed that the bombers should be able to redline and destroy the defenders over a couple of turns.
 
Iroquois and France are gone; Japanese and Celts are gassed. Zulu grow stronger every day.

After five turns of no UN announcement realized that diplomatic victory must be turned off, so used the shields at Detroit for Battlefield Medicine and am now building the Pentagon.

Since I didn't need the cash to buy Fission used it for Marines and airports to finish the Iro and French and take the Vikings off a one tile island (at war with Ragnar due to failed spy mission).

Concentrated the forces on the Japanese as the Celts are no threat and now neither are the Japanese. Lost two tanks taking five Japanese cities, one Celtic town and a Viking town. Rushed settlers on the big island to fill in gaps and support the Japanese advance.

Campaign plan:

Finish Japan then take out the Celts, then turn on the Zulu. To prepare for that we need to make sure every town on the big island has at least two infantry in the garrison.

Japanese End Game;

Concentrate, close off, shell and bomb and attack with 'leet tanks. Raze the towns but have a combat settler waiting to push the borders out. There are bomers in Ebarcorum to support the end of the Japanese offensive and the beginning of the Celtic one.

SGOTM5_MOTH_1940A.jpg


Celtic opening:

SGOTM5_1940B.jpg



Same tactics. Move the bombers forward as needed for range.

For the eastern Celts there's a tank army Texococo and assault units in the surrounding towns.

SGOTM5_MOTH_1940C.jpg


There is no artillery or air force in the east so sweep west to east.

Neither nation has much left in the way of defenders and nothing for offense so the offensives should go without any, or very few, casualties. The big risk is that a lone guerilla or marine slips past the block and takes an undefended town in the north.

The Save
 
mad-bax said:
This Months' sponsored variant is OBCC - One Built City Conquest the rules for which are as follows.

1. You may never build a settler.
2. You must win by conquest victory condition.

Not sure what changed. Never say never?
 
M60A3TTS said:
:confused: When were we able to build settlers?

Oh, great balls o' fire. I forgot the durn variant.

Can replay if the team agrees.

:spank: :wallbash:
 
I'll get it right yet.

Played forward from point of first settler built. Stuck with plan as originally executed without settlers.

Iroquois still alive, French dead. More Marines on the way to finish the Iro.

Built three carriers to replace the forward basing settlers.

The Hammer is on Japan in the west and the Anvil is in place in the east. Spies everywhere but Japan and Vikings.

The Right Variant
 
Bede said:
Iroquois still alive

Not anymore.

Neither is Japan.

Celts 0CC w/single defender.

Declare on Scandanavia.

Ask Zulu to join us in eliminating Scandanavia in exchange for oil.

They agree.

Declare on Zulu.

MWAAA-HA-HA-HA-HA-HA! :ar15:

Through about 5 turns. Post the rest and details this evening.
 
:D

I myself ordered a settler in my first turn set. Luckily it didn't complete before the end and one of my team mates (politely) pointed out my mistake and changed it to something else.

I just hope I don't get the turnset where we learn Republic in the next game. :o
 
The save at 1955

Preturn- City count of the nations who we are at war with: Iro-1, Japan-4 Celts- 6 Computers in 4, so that will give us some extra mobility with Mech Infantry.

IBT- Japanese infantry and guerilla attack our elite tank. We survive and Trotsky is proclaimed Hero of Russia. :)

Turn 1 (1942) Bombers and artillery shell Izumo and it’s 3 infantry defenders fall to our tanks. Move Trotsky into Izumo, and create 1st Guards Tank Army with 3 elites. Move our Iro invasion fleet to within two of their last bastion.

Turn 2 (1944) Kawauka is taken from Iroquois with 42 gold. They are gone, so now we have 4 adversaries who remain. :p Celtic town of Richborough falls. The cultural borders is making the movement rather slow.

IBT- Pentagon in.

Turn 3 (1946) Edo, the Japanese capital falls, sell the bank and raze. Mohacs with Leo’s is taken from the Celts. Richborough abandoned. Fill armies with 4th tank.

IBT- Computers in. Zhukov comes out of an elite victory. :)

Turn 4 (1948) Nara, the Japanese capital falls. Entremont, the Celt capital falls. Lugdunum, the last Japanese capital falls. They are gone, so now we have 3 adversaries who remain. :p Zhukov fills elite tanks to what is now 2nd Guards Tank Army.

Turn 5 (1950) Declare on Vikings. Take Texcoco.

IBT- Some rioting.

Turn 6 (1951) Boost happiness tax, Take Verulamium from Celts, they are down to Augustodurum. Trade Zulu oil for alliance with them against Scandanavia. They agree. Then declare on Shaka. Capture Oxford from Zulu. Destroy New Ulundi, Besancon, Rheims, Marseilles, Calumodonum, Ibabango. Capture Hastings and get MGL. :) Create 1st Guards Mechanized Corps. Destroy large stack of Vike units by Ebracorum. And another MGL. :) :) 2nd GMC formed. Kill a bunch of Zulu units that were going to kill Brennus for us. We’ll do it ourselves.

IBT- WLTK Day celebrations. Vike destroyer sinks Zulu ironclad.

Turn 7 (1952) Augustodurum falls. The Celts are now gone. And now there are two. :p 1st GMC takes Warwick. Coventry falls. Eboracum has a rax, so renamed Eboracum Repair Depot if you need to send units to heal.

IBT- Ironclad fire

Turn 8 (1953) Dave McWorberg and Umfolozi destroyed. Nottingham taken. Abandon Coventry and Warwick.

IBT- No land action.

Turn 9 (1954) Bombers from the Carriers Minsk, Riga and Kiev attack Karakorum. Carrier Rostov joining up to meet them. Lose about 4 tanks but Karakorum falls. Get another MGL. :) Creates 1st Shock Army with 4 elite tanks. Abandon Nottingham. Interesting to see that despite the popular notion that as long as an area can be seen, that barb camps cannot spring up, that is totally untrue. Two camps have just appeared in broad daylight, which is good. We make 25g and collect an elite tank from a vet each time.

IBT- Viking ironclad sinks our destroyer.

Turn 10 (1955) 1st Guards, 1st Tank, and 1st Shock Armies capture Ta-Tu. Lose a tank army attacking Swazi. The whole area is simply honeycombed with radar towers. Destroy Umtata. Sink a couple Vike ironclads. Abandon Karakorum. Carrier Task Force forted north off the coast of Swazi where 2nd and 3rd GTA are now ready to attack next turn. And done. Score 1973.

Post turn- Hopefully that was my last turn set before this ends. Just keep steamrolling along. Capture one turn, and raze the next after selling improvements. Then just rinse and repeat. Infantry and marines is all he has, generally 4 defenders/city.
 
http://gotm.civfanatics.net/saves/sgotm5/MOTH_SG005_AD1965_01.SAV

Pre-turn - turn the luxury slider back down. I don't see any riots even with it at 0%. Fire some entertainers and hire taxmen. Sell a bunch of libraries in places where culture expansion is irrelevant. Spend a lot of money rushing more units but keep 1000 gold for Wall Street.

A couple Zulu marines attack our tanks and die. A Scandanavian ironclad sinks a destroyer. A source of oil has been exhausted - it reappeared under a Scandanavian city.

Turn 1 (1956) - Raze Swazi without losing any units. Great more slaves - I hate managing workers at this point.

Turn 2 (1957) - Capture Hlobane and get an eigth luxury (we are milking, right?) Raze Isapezi. Raze Kalmar.

We lose a couple workers to barbs.

Turn 3 (1958) - Kill some barbs, raze Intombe.

More barbs use our railroads and slaughter our workers.

Turn 4 (1959) - Disperse some more camps. Raze Ulundi.

Turn 5 (1960) - Raze Mpondo. Disperse more camps.

Turn 6 (1961) - Raze Zimbabwe.

Turn 7 (1962) - Capture Bapedi. Keep it temporarily so I can continue attacking. Capture Ngome. Raze Isandhlwanda. Raze Tsingtao.

Turn 8 (1963) - Plant a spy in Scandanavia. The Vikings have managed to build 3 tanks and 3 mech infantry so far. More barb camps die. Raze Xinjian. Raze Zunguin. Raze Beijing - get another leader. Raze Qitaimjorg.

Turn 9 (1964) - Capture Burdigala.

Turn 10 (1965) - Heal a bunch of units so the next player has something to work with.

I'm done - now we will see if our captain can administer the coup de grace. It's mainly a question of how quickly you can reach their cities.
 
It will be interesting to see how the Jason score applies here as we have the highest Firaxis score, but have played much longer than anyone too.
 
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