The last challenge -- Team game -- Deity trial

In the worst case, Joao/Toku are capable of taking 3 cities in 4 turns and that's probably enough to vassal W/C. Also there's a possibility of defying the resolution.

I am not sure DOW J/T ahead of time is a better choice. It is going to save us a few turns of cash but will drag us into the war for longer time and we are going to suffer heavier loss.
 
The problem is that J/T's army trapped in England seem unstoppable.

Once Manhattan is finished, I'll rush Nukes in every city, give several to W/C for them to protect themselves.

Then I'll ban it. But I think I'll give the submission before the UN solution.

Will finish it hopefully tonight.
 
Dingding, do you have other issues to be cleared?

Plan looks good to me. War will become extremely easy with nukes. If there's no post after your plan, it usually at least means there's no clear tendency or objections, so that you can just go ahead.
 
Sorry I was sick for a few days. I avoided playing the game when I was not 100% of myself in order not to spoil it!

Played t255-t258. Very tense game. Can't believe I spent 1h30 to finish these 4 turns!
Spoiler :
The axis of evil finishes the Manhattan in t255. I checked my production, it's about 1850 hpt and 1500 gpt, totally 2350. That means I can spam 9 nukes per turn. Considering the next UN vote will be in t261, I think we won't need that much so my budget is 7-8 nukes per turn.

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Trade Fission to W/C. Hopefully he'll know to spam nukes as we do...

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The war breaks out the next turn! Joao's army seems unstoppable. I have only 2 nukes and I gift them all to Churchill. (btw don't worry the Calvary moves away to enable the launch of nukes.)

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And, I love you Winston:goodjob:

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Joao asks me to convert to Taoism. OK, for the moment I'm simply a nuke-maker so don't need much Theocracy. I accept and change into Free Religion.

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But thing came out of the blue!! I remember the UN was built in t251 so the solution will be in t261 or t262. It just comes 5 turns earlier. I ban the nuke for two reasons:
1. I'll have built 20 nukes the next round, that will be a lot more than J/T and it's enough for W/C to protect themselves.
2. From my exp, J/T's SDI will be finished in a few turns so W/C will be nobody but the loser in a middle-term nuke war.

And not to stop the war:

1) It will probably be refused.
2) W/C are able to survive the war with our nukes.
3) We can eliminate J/T's SoD by gifting nukes to W/C.

And the ban is approved the next round.

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Another 4 nukes are gifted: two to Willem and two to Churchill. They are so brave to launch them immediately without hesitation:
Spoiler :
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Apparently Churchill doesn't know how to use nukes well. A big SoD is still alive. We can probably kill them with these two nukes.
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That's Toku's SoD passing by our land to attack England. I have to cancel the OB with him cause Willem certainly won't be able to kill them with nukes (he can't nuke my tiles) unless I gift him a city. Anyway W/C will nuke them in Holland, it's the same:p

The close of border costs 100gpt, we can probably reopen it with UN.

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To bestsss (Edit: Duckweed:)) :

J/T has finised the SDI! We have 15 nukes in hands and I think you'll make good use of them. Two nukes flied to England, I'm not sure whether they will be intercepted or not if Churchill launches them on the tiles "Nuke". If won't, pls gift them to the poor English.

I propose we save money from now so we'll be able to force them peace if necessary. On the other hand some units need to be upgraded.

The next GP will be born in 4 turns so another GA is envisageable.

Don't forget to change back to Theocracy in 3 turns.
 

Attachments

It's duckweed's turn, not mine. Unless he wants me to take over.
1.5h for 4turns is ok, I tend to spend more usually :)

btw, there was a good chance Toku to defy but we got lucky there.
 
It was W/C who said no to the ban. The ban will be passed anyway unless J/T and W/C refuse together.

Yes, the UN/AP mechanics of the game are really stupid.

Tell us about AI's mechanics of launching nukes. Take our game as example, will Churchill launch the two nukes we'll give him on the city (Canterbury) or on the stack? I don't want Churchill to waste them on the city.

btw, I had a very bad habit of playing too fast (the fastest game I played it's a 3h's win on Deity Pangaea). Always try to get rid of it.
 
dingding, I meant 'defy' not just saying no.

Anyways it's nuking time (almost, need police state as well).
And what's horribly stupid from the AIs' they keep their nukes in the border cities or in forts (that's beyond ********, esp. vs ace promoted stealth bombers...)
 
well, ok.
I expect to play the war on Monday or Tuesday.

I think I can switch to police state after grabbing Cristo, it's on the border.

Nukes are intercepted if the blast damages any country protected by an SDI (I mean all from all Civs the highest chance to intercept is use, practically it's either SDI or nothing)
 
on a flip note:
something funny occurred to me: we may act honorable and leave Churchill/Willem alive.
Take all cities of Joao but the one holding the UN (but dont take Joao as vassal). Liberate some cities if above the limit and get extra diplo-bonuses. Propose diplo victory and win by the votes Churchill/Willem.
 
I think I can switch to police state after grabbing Cristo, it's on the border.

I came in late but aren't you playing as Ghandi? Why wait for CR?
 
^ *very* recent switch to free religion. Civic switch cooldown is 5 turns, in 4 turns we will have golden age as bonus but that alone doesn't help :)
 
It's a pity they did away with the completely broken Cristo from earlier versions of bts that had unlimited civic changes per turn. Oh man was that fun (and horrendous for micro).

We're probably going to have to steamroll through most of Joao's territory to make sure he doesn't finish culture, so I think we'll trigger domination anyways.
 
Simple plan:
Gift the 2 nukes to Churchill. Hopefully he removes most of the Joaos units.
Declare in 3 turns.
Take the city with the Toku's units (and tact. nukes). I believe there should be no more nukes of his and this is why I need 3 turns to properly scout him.

Leave the city empty for him to move all his reinforcements and then take it again.
Proceed to take the rest of the cities. The city of Trojan's end will remain untouched like duckweed wanted till the end.

Joao should be severely weakened after the nukes.

Meanwhile I will produce some bombers to speed up the mop-up phase.
I can possibly gift 2 more nukes to Willem if there is good enough SoD to boom..
 
Have you noticed the power curve of J/T? It's exaggerated!
Spoiler :
Because of only 6 nukes, Joao lost more than half of his units!! (At least 120 units IMO) And he will probably loose half of the rest if his last SoD is eliminated by the next two nukes gifted.

On the other hand, Toku's SoD is heading for Willem. If you want, you have them eliminated in Holland by gifting the last 13 nukes to Willem. We'll not need them any more anyway...

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I think J/T will only have a few, if they do, nukes. They've had only 3 turns for producing and probably have launched all of the production already. That's why I skipped the SDI, we don't need that stuff.
 
Played into the 2nd turn (still not even fully finished ) of the war.

Toku has only stationary defense +some very minor navy left and around 2 times less power than us. (only 3 nukes exploded)
Joao suffered some big loss of units by the gifted nukes as well. Plus, his SoD is trapped.


Actually after 4 explosions, the next turn Joao/Toku signed peace treaty w/ Willem/Churchill.
--
I've lost only few jets and one battleship, so it's all good. Yet, it's going very slowly but I will finish later.

Joao still needs 27k culture in his least city, so I believe we have plenty of time.
 
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