BlackFiend
Chieftain
- Joined
- Apr 22, 2005
- Messages
- 31
I have a tough situation that I could use advice on.
I'm playing Zulu against Chinese, Persians, Germans, Russians, French and English. The babylonians are no more. I'm aiming for domination, but this game has morphed on me, so I'm wandering. HUGE map by the way.
I've had the slight tech lead for a while. I aborted a war with the Chinese when I noticed the Germans were weak and had wine to take. I launched only 4 Galleons toward them, as it would have been enough in order to take the lands I wanted. They're capital is about 12 turns travel by sea from me, and we are Industrial age.
Midway to them, my mutual protection pact gets fired off. Persians and the English are at war. Grrr! Literally half of the globe gets dominoed into fighting the English.
So I direct the Galleons there...with an eye towards stealing their coal and ripping through them like a hot knife since I was more advanced. (They had no cavalry and they are my mainstays.) I can't let the Persians and everyone else have all of the spoils of war.
It takes me 15 turns to get to them. They gain nationalism and TADA rifleman. Moreover, they finally, somehow, secured some saltpeter and Cavalry. One of my galleons has a veteran group of rifleman, another is stacked with Vet Calv and one elite. The final has an army of all Cav.
So I beach and attack. I take city one easy, though I discover he had a cav and rifleman! The next city, the AI fudges the numbers. A cav dies taking out a spearmen! The next round, he counterattacks and I kill him with Rifleman defenders on a hill. I push again, and a lone rifleman redlines my Army! The cav take the rifleman, but then 2 of them die taking out a Cav that he has defending!
So my attack is near aborted. I may have to content myself to one city and heal up under constant onslaught.
Meanwhile...I hit Replaceable Parts. Only to discover that I have not a single bit of rubber on my whole vast continent. However, the Germans have a satelite island that has 4 sources on their alone. All 4 of course...are within German city liimits.
In order for me to get those cities, I'll need to travel almost 24 turns! I could have SMOKED the germans when I had a chance, but now its lost. The germans will rebound, and I will be dependent on a critical element for 30 turns or more. The expeditionary force already out isn't strong enough to do the job. I'll need to raise a whole new army, far more massive than I've personally ever done to take it from the entrenched Germans. They will be open for trades, but they are cantankerous towards me. They pay little even for critical resources like Coal (offered 7 gpt for Gold). They charge exorbitant for anything I wish from them.
What would you do? Should I, GHASP, go back to the old saved game and rewrite history, or do I suck it up and fling a war halfway across the globe for rubber?
I'm fearful of what takes place when oil shows up in just a 20 turns. I'll be half way toward the Germans, while they've had 10 to 15 turns to discover and profit from their rubber compounds. If Oil isn't on my continent (and it is the largest land mass owned by two of the most powerful civs, Chinese and Me, the Zulus) then I am up the creak.
Meanwhile, the Chinese have so filled themselves with cities, that they are chopping down my precious Jungle that serves as the defacto dividing liine between us. One more tree cut means I must act to cut them off the hardway. That war will be like no other. They are equals in every way except a massive army. I've denied them horses for a while, so no cavalry, but they are littered with rifleman as of recent along the border. They will surely create a massive SOD (stack of death). So I must get leverage and quickly. Fortunately, they have no rubber either!
I'm playing Zulu against Chinese, Persians, Germans, Russians, French and English. The babylonians are no more. I'm aiming for domination, but this game has morphed on me, so I'm wandering. HUGE map by the way.
I've had the slight tech lead for a while. I aborted a war with the Chinese when I noticed the Germans were weak and had wine to take. I launched only 4 Galleons toward them, as it would have been enough in order to take the lands I wanted. They're capital is about 12 turns travel by sea from me, and we are Industrial age.
Midway to them, my mutual protection pact gets fired off. Persians and the English are at war. Grrr! Literally half of the globe gets dominoed into fighting the English.
So I direct the Galleons there...with an eye towards stealing their coal and ripping through them like a hot knife since I was more advanced. (They had no cavalry and they are my mainstays.) I can't let the Persians and everyone else have all of the spoils of war.
It takes me 15 turns to get to them. They gain nationalism and TADA rifleman. Moreover, they finally, somehow, secured some saltpeter and Cavalry. One of my galleons has a veteran group of rifleman, another is stacked with Vet Calv and one elite. The final has an army of all Cav.
So I beach and attack. I take city one easy, though I discover he had a cav and rifleman! The next city, the AI fudges the numbers. A cav dies taking out a spearmen! The next round, he counterattacks and I kill him with Rifleman defenders on a hill. I push again, and a lone rifleman redlines my Army! The cav take the rifleman, but then 2 of them die taking out a Cav that he has defending!
So my attack is near aborted. I may have to content myself to one city and heal up under constant onslaught.
Meanwhile...I hit Replaceable Parts. Only to discover that I have not a single bit of rubber on my whole vast continent. However, the Germans have a satelite island that has 4 sources on their alone. All 4 of course...are within German city liimits.
In order for me to get those cities, I'll need to travel almost 24 turns! I could have SMOKED the germans when I had a chance, but now its lost. The germans will rebound, and I will be dependent on a critical element for 30 turns or more. The expeditionary force already out isn't strong enough to do the job. I'll need to raise a whole new army, far more massive than I've personally ever done to take it from the entrenched Germans. They will be open for trades, but they are cantankerous towards me. They pay little even for critical resources like Coal (offered 7 gpt for Gold). They charge exorbitant for anything I wish from them.
What would you do? Should I, GHASP, go back to the old saved game and rewrite history, or do I suck it up and fling a war halfway across the globe for rubber?
I'm fearful of what takes place when oil shows up in just a 20 turns. I'll be half way toward the Germans, while they've had 10 to 15 turns to discover and profit from their rubber compounds. If Oil isn't on my continent (and it is the largest land mass owned by two of the most powerful civs, Chinese and Me, the Zulus) then I am up the creak.
Meanwhile, the Chinese have so filled themselves with cities, that they are chopping down my precious Jungle that serves as the defacto dividing liine between us. One more tree cut means I must act to cut them off the hardway. That war will be like no other. They are equals in every way except a massive army. I've denied them horses for a while, so no cavalry, but they are littered with rifleman as of recent along the border. They will surely create a massive SOD (stack of death). So I must get leverage and quickly. Fortunately, they have no rubber either!