SP1 - Always War, with extra restrictions

Originally posted by T-hawk
1490: We get a Great Leader fending off a French knight! Save him for the Hoover Dam would be my call.

Thebes is building a Coal Plant; that will help it build Theory of Evolution faster. Edfu could do the same thing and build Suffrage for denial if we want.

I very much want Suffrage denail to the other AI civs ;)
I want to force them into useless communism.

Actually, how about we use the leader for ToE?
That will let use start Hoover Dam earlier!
 
I like the idea of grabbing TOE - but it is a cheap wonder..... risky risky.... maybe we can decide on that once we can see how hawkish or doveish the world is. If there's lots of wars the AI get lots of leaders - then I'd save ours for Hoover. If they only fight us, we could really rush TOE (but maybe we cna pretty much pre-build it).
 
We can start either wonder whenever we want with a Palace. When TOE completes, we will immediately have Electronics. So since both wonders effectively become available at the same time, we should use the Leader for the more expensive one, Hoover.

Trust me, have Thebes and Edfu build (rush if you like) coal plants, then have one build Suffrage and the other start a Palace for ToE, and we'll get both and Hoover.
 
1500AD Inherited turn: Send a knight to Busiris to act as MP. MM
Giza to build factory in 3 turns
(I) Learn about medicine, start on electricity. Edfu finishes factory starts on Uni Suff. due in 16 turns. (will complete just as fast whether or not Edfu builds a coal plant)

1525ad Some of our enemies must have learned about electricity
since our time to learn dropped from 8 turns to 1 turn.
(I) learn electicity start on Sci. Method

1555ad (I) We learn Sci. Method. I deside to try for the trifecta
in 4 turns we will have Uni sufferage built, so start studying
corporation at a rate to get it in 4 turns.
1575ad I deside to not use Cheops to rush build a palace to swap to Hoover.
(I) We learn corporation and start on Atomic theory.
Thebes builds ToE, we learn Atom T & Electronics. We start to
learn replaceable parts. Edfu builds Uni Suff.

1580ad Cheops rushs Hoover Dam @ Memphis.

1585ad-1600ad We build Hoover Dam and continue to build
infrastructure. Also, we build some ironclads and start killing the annoying ships bombarding our shores.

Here it is: SP1 - Always War
 
Got it....

Meldor (Playing)
Lt. 'Killer' M. (Up next)
LKendter
T-Hawk
Jersey Joe

Great job guys, this one is going very nicely.
 
1600 AD (Pre-turn)
Looked things over, the build up is going nicely. We need sanitation to build the cities up for producing tanks. Also, Espionage looks good as we could steal maps and info. Unfortunately, after reading the first page carefully, I found a spot were Sirp declared "We also don't carry out intelligence operations on them". So that is out. Looks like I will go for sanatation and then tanks and flight. I won't get to either of the last two however.

1605 AD (1)
Sink a chinese ironclad, lose to a Galleon.

1610 AD (2)
Sink the Galleon, lose to French ironclad.

1615 AD (3)
A one point Frech ironclad sinks one of ours. We get Replacable Parts and start on Sanitation. England lands four musketmen in Greece.

1620 AD (4)
We attack one point French ironclad, lose and it promotes! The English muskets are no more.

1625 AD (5)
Finally sink the French Ironclad but another is lost to the Chinese.

1630-1640 (6-8)
Artillary can now reach the coastal bombarders who run in bomb and run away.
(I) We get Sanitation and start Refining. We also have two Galleons now. There is no time like the present to use all of those Cav, before infantry are everywhere. We have enough cav to choke a horse.

1645-1675 (9-15)
Hitting ships from shore. Our few and harried ironclads trying to stave off the navies of all the other countries.

1680-1690 AD (16-18)
The tide for the battles of the sea is finally turning. The Germans land one Cav on our shores and it is quickly dispatched by infantry.

1695 AD (19)
We complete battlefield medicine.

1700 AD (20)
I worked all my turns to get the shipping lanes cleared so that I could land troops safely on the other landmass. I finally got two Galleons over to Nuremburg at the last trun, so Liler gets the pleasure of starting the assualt on the other side. There are lots of Cav and Infantry at This to be shuttled across.

With hospitals on-line, the cities are starting to grow and need to be watched. I added a couple of filler cities in spots that couldn't be ignored.

Lt. 'Killer' M. (Playing)
LKendter (Up next)
T-Hawk
Jersey Joe
Meldor

SP1 1700 AD Saved Game
 
Originally posted by meldor
1600 AD (Pre-turn)
Also, Espionage looks good as we could steal maps and info. Unfortunately, after reading the first page carefully, I found a spot were Sirp declared "We also don't carry out intelligence operations on them". So that is out. Looks like I will go for sanatation and then tanks and flight. I won't get to either of the last two however.


:cry: :cry: :cry:
I knew I didn't like the no Diplomacy option. The no intelligence operations is really painful. Fighting without a world map is extremely difficult. We may want to take the little island north of us - closer to domination.
 
Lee,

I wanted to get a foothold on the other landmass if for no other reason then to give them something to attack and to get their minds off of building navy so they can invade us. If we take a city or two and plug them full of infantry, they will spend everything they have to peal us off. I didn't think the small island was workth it at this point due to the amount of units it would take to defend.

Looking now at the map, we were really lucky on this game. Us and two other civs on the largest land mass. Having plenty of time to take out both of them. The Chinese, as the only early contenders for invasion. It would have been a lot worse to start on the other island with 5 other civs and no room.
 
I had thought of going for flight first, if nothing more thatn to extend our range and get rid of any and all shore bombardment. It would be nice as well to have airports to make shipping all of those tanks easier.
 
meldor: Just what I did, beelinging for Flight after I had a beachhead they couldn't take - but I'll have to replay - the savegame got corrupted, I only have a save from turn 2. Gimme a few more minutes.....
 
preturn: nothing

(1) 1705 AD - an attacking Chinese ironclad is sunk. Sink a German Galleon

approaching This following bombardment - ironclad now elite. A settler

ordered in Thebes - want to found a hill city on the other continent for

them to waste their units on :D. Harbor in This rushed.


(2) 1710 AD - Russian Galleon protected by Ironcald is approaching us near

Giza by the sea. there's not much i can do since they stay out of bambard

range and our ironclads are too hurt. Decide to let them land. English

sink 1 ironclad. Sink the obnoxious English ironclad though :D

(3) 1715 AD - China and Russia land troops :( Sink 1 Russian Ironclad and

1 Russian, 1 Chinese Galleon. The Cavalry is easily killed, the Cossacks,

too.

(4) 1720 AD - the Chinese lands some more Cav :D sink another Galleon of

theirs. Combustion in 10 @ -67, in 14 @ +25, treasury @ 1145. Decide to

play safe and earn some because of Wall Street effect.

(5) 1725 AD - "and another one, another one, another one bites the

dust"... erh, seabed :D China must hate the sailors on those Galleons....

(6) 1730 AD - China sinks one of our Galleys that i missmoved :mad: Lizzy

fails miserably when trying to plant a spy. Well, we're at war anyways

:lol: The Chinese ironclad finally came into range (the one that msank our

Galleon). Artillery has interesting effects on ships......

(7) 1735 AD - the captains of our dear AI friends navies need to learn

about said artillery effects..... England, China and Germany each loose a

ship :D
 
(8) 1740 AD - Iron Works completes them. English approach from the

southwest - sneaky, un-gentlemenlike ba(h)stards...

(9) 1745 AD - MI5 tries and fails again. Somehow, sying is a little tougher than Lizzy thought..... oh, and she moves her Galleon to the shore, but in a place where she can't unload :lol: BAM BAM BAM!!!!! Buy a Galleon in This, now we have 7 ready for an invasion :D

(10) 1750 AD - another intrepid british te-am comes from the west. pity we don't have an ironclad or two handy. Our fleet leaves This and achors next to it so it can reach the other coast in 1 turn. Several ironclads run patrols for cover.

(11) 1752 AD - 6 ironcalds show up at the northern tip of our continents. 6 Artillery, 21 Infantry, 1 settler landed on hill near Nuremberg. Will found city, then let the AIs bleed themselves to death. Sink 2 hurt ironclads, leave two unhurt alone. Combustion is suddenly dirt cheap.

(12) 1754 AD - Flight in 19. Normandy founded. Loose three ironclads to a 1 HP Chinese one

(13) 1756 AD - count 21 attakcs on normandy, several promotions. Worst attack is a Swordsman who takes our Infantry down to 1 HP. Upgrade two Galleons to Transports. Attacking Cossacks next to normandy gets us Khufu, who promptly forms an Army which promptly attacks a Cossack and wins. Edfu starts Military academy (Iron Works will eventually be a stronger producer, but that takes time), Antium starts heroic Epic.

(14) 1758 AD - count another 15 attacks, this time Riflemen. Some Chinese guys land and get killed along with theis ships and an English landing party that hand't landed yet. Now, 16 Cavalry in Normandy. Another Galleon upgraded.

Hand off to the next little Arty-maniac.



I build lots of Arty because I didn'twant to pay a lot of upkeep for

infantry with bombers and tanks so close. I'd go with Moonsingers

Arty-Cav-scheme now ;)


http://www.civfanatics.net/uploads2/Sp1-1758.zip
 
LKendter (Playing)
T-Hawk (Up next)
Jersey Joe
Meldor
Lt. 'Killer' M.

Lee, is your laptop back up and running?

The next person who gets the game must stop the Heroic Epic immediately. It is against the rules. Old habits die hard.
 
great going guys :)

yup meldor is right, no HE. Most Always War games rely on a steady flow of GLs. Not this one! non-militaristic makes it hard, no HE makes it harder.

I was tempted to make the rule that you couldn't rush Wonders with GLs, but I decided that would be a little too harsh.

Getting lots of armies is fine.

-Sirp.
 
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