The Next War Scenario Game

Yeah, soften them up and they go down. Supposedly they can defend against air...I haven't seen it. They do attack well.
 
Q: What are you going to do to create a buffer in 7 turns when my peace deal with Dez wears off? BTW - I like the idea.
 
to Ruff 2117AD

I'd love to tell you my plans but then they wouldn't be a surprise. I was surprised at the size of your military, but had to take advantage of those 20 missles in that coastal city.
 
... but had to take advantage of those 20 missles in that coastal city.
What? One thing that I don't like about PBEMs is that it is very difficult to see what has happened from one turn to then ... and nukes don't tell you when they have killed units.
 
Those 20 missiles were in 2113AD the turn I attacked and razed that 1st city in Africa. Like when I took Caracas and you had 4 transports there. Those assets just disappear.
 
I noticed the 4 transports - very annoying that one. The 20 cruise missiles - ok, that is annoying too. Guess I will have to be more careful.
 
to Ruff 2019....hear the crickets? Got Verizon today....whooosh. Got speed!
 
this game is getting really frustrating ... you hit me and then run away. And now you are using nukes and the UN. Well, I have also started to use unconventional warfare - hopefully you will notice my latest action against you.
 
I just ran a test in a hot seat game and units loaded on a galley are not available to defend against attacking units. I didn't know that. I had about 10 units on transports trying to hold a city against Chas and only 2 actually in the city - he killed those 2 units and I lost all of the others - a painful lesson.
 
Hit and run...maybe these tactics where I attempt to keep my army alive long enough to handle those many SODs you seem to build. You don't have less than 40 tanks at any one time with a backup stack near those front lines. I have to be careful, my nation isn't as concentrated as yours.
Yes I saw you forced Mercantilism on my poor people. We'll survive! Now you've taken out one of my fleets.

Next_War_AD-2123_to_His_Excellency_Ruff_Hi
 
It was 5 ships and they split up and you destroyed it with an SOD fleet. Truly the key to your power is the many hammers generated by the corporation. It will be difficult for me to keep the lead and your armies at bay.

Next_War_AD-2124_to_His_Excellency_Ruff_Hi
 
I launched and exploded a Tactical Nuke and the game said it was a Barbarian Domination Victory. 1 nuke too many. Ahhhhhh, now we see why the write up on this scenario warns us about the use of Nukes. :nuke::nuke::nuke::nuke::nuke::nuke::nuke: Something to remember for anyone who plays this scenario in the future. "Last War" not "Next War" should be the title.
 
oh no. If you want to play a game with no nukes, either remove all uranium, or remove the unit / manhatten project. As it stands, if someone is losing (or going to lose), they just rip off a bunch of nukes and its a draw.

So - who won?
 
let me think about the game and I will try to write something up on the train to work (or home) tomorrow. Can we get mlin back and get his comments?
 
Its probably a lesson in how not to destroy the world, so with barbs able to win, I guess it would be best to play it as Single Player Game. The AI probably knows not to use nukes.
 
After Game Thoughts and Musings

Here are some of my thoughts and musings after the finish of the Next War PBEM.

  • have we finished the game - we could play on even though the barbs have won
  • as I said either earlier or in some of our email discussions, my start as Europe was based on ...
  • getting a Great Engineer first - luckily I was philosophical, so I should beat the others, I did mm my biggest GP points city to max out engineers
    • found mining inc in my wall st city - then pump execs
    • find and mine all required minerals
    • buy required minerals from other civs
    • make sure that I have courthouses - my late game cities with mining inc and no courthouse was costing me 70 gold per turn
  • espionage!
    • I build all espionage generating buildings in each city
    • my EP output at 0% on the slider was about 1600 per turn - more than enough to dominate my targets (mlin and then Chas)
    • seeing people's research and also into their cities was really good
    • often times I had spies in place and was able to steal techs even before the other player could use it
    • I even started to use other options (force civics) in the end on Chas - forced him out of environmentalism (which I am pretty sure was giving him about 9 health) which would really hurt given his large cities - this only cost about 600 EPs, which is less than 1/3 turns worth of EPs ... ie free!
  • battle / war
    • mlin declared on Mr Big and moved all of his units to America
    • I tried to talk Chas into co-ordinating an attack and taking all of his african / indian cities, but in the end, I declared by myself and Chas joined in after
    • I did capture his coastal cities on the first turn - sailed up to them and attacked out of my boats - then dumped lots of units into Jeruslem
    • my civ was able to build probably 5 to 10 advanced tanks per turn, so it was just a matter of transporting them from Europe to Jeruslem - lots of transports running back and forth
    • note: I found to my lost that units actually on board the transport are NOT used in defense - they have to manually unload so that they can defend - this cost me a small city in Australia which also had 3 tactical nuke that were going to bring a nice glow to chas' cities there
    • mlin had lots of culture so I had to walk my units 4 or 5 tiles (2 or 3 turns) into his territory just to get to his cities - I took lots and lots of losses in this situation
    • In the end - I sent out a chopper to pillage roads so that mlin couldn't just drive up to my army and kill it
    • I also worked out to place my units on a tile that threatened 2 cities - thus making mlin defend both cities
    • in the end Chas declared on mlin and after about 10 turns, my continuous unit production overwealmed mlin and he retired - I think our unit losses were about the same, but I had more cities closer to the front producting units (mlin's cities were weak hammers, strong science)
    • I found that chas was able to take 3 or 4 cities very quickly - it appeared he was able to travel over enemy terrain very quickly - I would like to see how he did that
  • general stuff ...
  • I had fun with the navy - missles on missle cruisers was my current plan - I had just finished a fort and had 2 MCs heading down to the Indian Sea to rain death and distruction on your Indian cities - it looked like you had the same idea
  • I had also built some old fashion subs for the same reason - load with missiles and attack your Asian islands
  • I think I would have taken most of Sth America and Nth America ... not sure if that would have pushed my score over yours
  • it would have been very difficult for either of us to take established cities off the other - the amount of turns you have to spend in enemy lands makes it very easy for the defender to kill your units
  • I made a huge mistake by signing a peace deal with mlin the AI - and then you got OBs with him - basically you could roll up to my units, kill them and I could do next to nothing as I couldn't enter mlin AI's land - very very annoying
  • 2 turns before that peace deal ran out, the UN suggested peace between Chas and I - at that stage of the game, I was getting very annoyed by Chas gifting cities back to mlin and I wanted to get in there, kill mlin and then kill Chas - as such, I decided to refuse the UN.
  • in hind sight - this was a mistake (not because of the +5 angry!) - I should have take peace against Chas and spent the 8 or 9 turns of forced peace to totally whip out mlin and Mr Big with Chas (hopefully) not able to do anything
 
is there a write up of how to play the various civs in this mod? Or a thread that discusses each str / weakness?
 
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