The War on Innovia

so we have the ability to build battle ships :drool:
 

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So next turn is the big one. Seeing what they do interturn will determine how this war will turn out.... :eek:
 
lurker's comment: I'm surprised no one is allying with them. Unless I'm mistake, when this war is ended, it's basically game over.

Tell me about it.... Aloha wants to discuss a NAP....and Piffle looks like they are about to Hit Aloha again (that would be the best news in the world for us)
 
:agree: The other teams must be A) asleep at the wheel, B) eager to have this game be over, or C) Too scared of Epsilon to think clearly :lol:

Either way is fine with me :thumbsup:
 
Innovia's attack on Wheelville was successful.. They've garrisoned a couple of full-strength infantry in there, and we don't have any healthy units around. We'll have to wait a couple of turns before trying to retake it :mad:

btw- I love the name of the spy :lol:
 
Update?

I took a look at the save, and it seems that Innovia will be loading Wheelville with an additional 6 infantry and 4 cavalry. I may be a little off in those numbers, as I'm just going from memory. We won't be taking that city back this turn, for sure.

On the plus side, it looks like that backdoor sneak attack will be successful :)

While all this is going on, it's important to remember that Piffle and Aloha are up to something - and we don't yet know what it is.

Let's move our spies around each turn, instead of leaving them in the same cities turn after turn. Let's keep tabs on Aloha's eastern shore builds, in particular.

Western Watch Frigate should take a peek at Conroe-town, south of Chappaquiddick. I'm very nervous that Piffle's massive army, which is centered around Chappaquiddick, will attack New Epsilon from there.

Also, Piffle is ammassing cash - 1900 or so at this point. Aloha is 1 turn from Artillery. The cynic in me sees Piffle and Aloha sharing Artillery with Innovia, and Piffle doing a mass upgrade of their cannons, and then setting sail for New Epsilon, while Aloha sails for our Core.

I propose we offer Aloha a trade for Railroad. The imbalance is in their favor, as I we should mention. If they decline, we should take that as an acknowledgment of their hostile intentions.

Piffle still hasn't constructed Scotland Yard (that will show up on the map screen, right?) so we don't have to worry about nozy spies yet. The other teams don't even have Communism.
 
Any tech we give to Aloha will appear in Innovia 2 turns later...

The best anti-artillery strat is pillaging with Infantry.
Plus we control the seas so we can do amphibious assaults.

The important thing is, don't leave large stacks where artillery can bombard them.
 
What's wrong with Innovia getting Railroad? They'd still have to build the rails (with vulnerable workers), plus they'd have to already have coal mined and connected. I don't remember if that condition is already satisfied. :hmm:

I think the small cost of Innovia getting Rails is worth the large benefit of Epsilon levelling the seige-unit playing field without investing a single beaker of research. Plus, I don't actually expect them to go for the trade - I really think that Aloha and Piffle are gearing up to hit us in a combined attack: Aloha on our western coastal core, Piffle on New Epsilon's east coast.

The best anti-artillery strat is pillaging with Infantry.
Please explain - the only people who have artillery at this point are Alohans, and we're not at war with them. Even if Piffle gets Artillery in 2 turns, we're not at war with Piffle, so I'm really unsure where we're supposed to pillage :dubious:

Plus we control the seas so we can do amphibious assaults.
No, we don't control the seas. We have line of sight over much of the OceanSea, but we don't have nearly enough frigates or ironclads to sink more than a couple of galleons - and that's assuming those galleons aren't escorted! Piffle alone has more than 6 galleons outside of Chappaquiddick - and those are just the ones that we can see on the eastern side of the isthmus! If they set sail to raid eastern New Epsilon, we'd see them coming, and not be able to sink a single galleon - the only unit we have there is severely wounded. We'd be looking at about 10 cavalry and 10 artillery running around OUR LAND, all because we *think* we control the seas. :run:
At this point in the game, the only sea we control is between us and Innovia.

The fact our situation is this: We are tied up in a war against Innovia, [a war of choice, I might add ;)] and it sure looks to me like Piffle and Aloha are getting ready to hit us hard. We are NOT secure, and we need to be making home defense military and a stronger navy that might be able to intercept the attacking fleets. A navy will do us very little good if we can't blast our way down to the galleons in the stack.
 
Memphus, do you know how to use transport chaining? It would be really useful to get marines from our continent to attacking Wheelville in 2 turns.

We can also ship reinforcements faster if they board from the 3-tile Fishing Take 2 peninsula.
 
Memphus, do you know how to use transport chaining? It would be really useful to get marines from our continent to attacking Wheelville in 2 turns.

We can also ship reinforcements faster if they board from the 3-tile Fishing Take 2 peninsula.

Yes, and have been sparatically.... Can someone lay out the 3 ships locations required to do so effectivly though?
 
We start Turn1 with three galleons on the marked circles, and end Turn1 with the stack on the open circle. On Turn2 they unload or attack from the sea.



It's set up for 5-move galleons. 6-move galleons can start farther back but it still requires three of them.

Empty galleons should wait at Circle 1.
 
I'll need this answer before the end of the day:

Do units still loaded on a ship defend a city?

If the answer is yes then we can keep our GA. (we can transport chain 3 untis right into the city once captured) If the answer in no, then we need a culture bomb to hold the Innovian Capital.

Can someone verfiy?
 
Sorry, but I can't verify today.

But I'm not sure why it matters - can't you dock the ship in port, and then click 'disembark'? The units will no longer be on the ship, they'll be in the city.

And don't forget - we have 24 hours to play the save before we need to ask for an extension ;)
 
But I'm not sure why it matters - can't you dock the ship in port, and then click 'disembark'? The units will no longer be on the ship, they'll be in the city.

)

Because I can transport chain the 3 units all the way into a captured Wheelville (Marine Cavalry & Machine Gun) but then they have no movement points left. So we can't unload.
 
I see what you're saying, but I'm pretty sure that with the transport selected, pressing 'Disembark' removes them from the ship.

I'll try to run a test here in a minute.
 
I have confirmed that even though the ground unit has no more movement points, the ship is able to disembark him. Those units will be treated as if they are off the boat, manning defensive points around Wheelville.

Testing method:
Load a ground unit onto a ship, note that his movement points are all used up.

Take the ship out of port, moving so that the ship returns to port on its last movement point. Note that both Ground unit and Sea unit have no movement left, and the cargo space is noted as 1/x. In my test, it was a galleon, so 1/3

With the ship still selected, click the Disembark icon. Note that the Cargo space is now noted as 0/x, in my case 0/3

Also, the ground unit's fortify level is noted as 5%. That doens't happen when he's on the boat still.

QED ;)
 
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