jerm warfare division
1BC Civ Forums
1BC Civ Forums
Home       Members    FAQ   Links
Welcome Guest ( Login | Register )
        


««12345»»»

jerm warfare division Expand / Collapse
Author
Message
3/29/2008 2:58 PM


Impeached by a patch

Impeached by a patch

Last Seen:
3/11/2010 6:05 AM


Posts: 2,208
Visits: 4,029

You attacked Demos right from the sea? Do you have any idea of how horrendous the modifiers are for that? But what the hell, you were able to burn a pop 11 city

All in all, it looks like I have left Omega in good hands.

I contest the point that we should make a case to Alpha for why they should surrender. We cannot effectively do that without telling them how mighty we are, which gives away information. They don't know our demographics (right?), neither do they know (though they probably suspect) that we have spread out over our entire continent.

Concerning raiding, I definitely think we should get producing more raiders. Even if we wouldn't get a chance to burn another Alphan city, the effort used by them for defence could well make it worth it. They would have to defend everything, while we could strike anywhere. The result is that they need more troops than we, troops that otherwise would be conquering Japan for them. As long as our raiding prevents them from snuffing out Japan, we will have a land lead over them and prevail economically in the long run.

As for what victory to pursue, I would oppose a wholehearted concentration on a cultural victory. Even if it might be closer to us than a space victory, it comes at an opportunity cost: It forces us to build buildings which are of little use beyond their culture output. Whereas a space victory essentially requires research and industrial capacity, which will serve us well while we are getting there. Thus I would actually say that the space race is a safer bet, even if a culture win could be quicker. We can afford playing it safe, I see no reason to take unnecessary risks.
3/29/2008 3:26 PM


Impeached by a patch

Impeached by a patch

Last Seen:
3/11/2010 6:05 AM


Posts: 2,208
Visits: 4,029

I just checked the save, comments follow.

-Ragnar and Tokugawa seemed willing to peace on terms favourable to us. But as far as I'm concerned, any peace with them is good, as peace means foreign trade routes. I even got open borders with the Japsies when I asked

-The naval war seems to go decently, let's hope that the 4th frigate in Palpa will make them think they can do something about OSS Richtmark and OSS Warlord.

-What about the frigate which was able to escape from Artypolis? You *have* been paying attention, haven't you? There is a sign saying "Alphan frigate seen here" just outside it, do you know where it has gone? Or is it the same one which is hanging out just outside Artypolis? Anyways, get another frigate there, outside their line of sight (of course). Then we can sink the one outside and still shield our damaged frigate with the other one against retribution out of port. But anyways, if an Alphan frigate has really slipped through our blockade, we need to get down to destroying it. OSS Ascendant and OSS Infection better be used to seek it out. Since it should be their only proper scout ship, I doubt they'll risk battle with OSS Ascendant. Which means we'll be able to, if it finds 'em, follow and track it until OSS Infection gets to business.

-Why has not every single Omegan city been converted to Hinduism? Why are you not building missionaries? Getting Scientific Method is vital for development, but getting it obsoletes our monasteries and makes us unable to convert further cities.
3/29/2008 3:35 PM


Impeached by a patch

Impeached by a patch

Last Seen:
3/11/2010 6:05 AM


Posts: 2,208
Visits: 4,029

As for raiding, how about dropping off the guys somewhere on the outskirts of Kyoto? By using Japanese roads, they could reach Tokyo in one turn, hitting Alpha before they know what's coming for them. They only have three units there, and their cultural defence bonus is feeble. Plus, if we get the option, we could liberate it to Japan to score some k'dos from Tokugawa.
3/30/2008 12:03 AM


Elite Pathogen

Elite PathogenElite PathogenElite PathogenElite PathogenElite PathogenElite PathogenElite PathogenElite Pathogen

Last Seen:
2 days ago @ 6:25 PM


Posts: 5,713
Visits: 13,544

You attacked Demos right from the sea? Do you have any idea of how horrendous the modifiers are for that? But what the hell, you were able to burn a pop 11 city

Had I landed the units, they'd have all been killed before taking the city.  This way, we just lost them after taking the city.  There was little risk even with the modifiers.  In addition, we'd have tipped off our location so I think I made the right move there.

I contest the point that we should make a case to Alpha for why they should surrender. We cannot effectively do that without telling them how mighty we are, which gives away information. They don't know our demographics (right?), neither do they know (though they probably suspect) that we have spread out over our entire continent.

All the information would be deductable from their knowlege of the world.  It would show only 3 rivals left which makes things obvious about our situation on the continent.  I'm sure they know our demographics at least by now as well but I wouldn't give any of that away.  I can point out that they have relatively few seaside towns able to build ships while we have many.  Still, thinking about it, if they get Mining Inc. that would give them a huge production advantage so that's one thing going for them, and they've got the Great Engineer waiting in the wings.  We on the other hand don't have a very good chance of getting one soon so I think that should be of upmost priority.  That is the only hope I can think of for them so I think that alone should make it worth it for them to carry on for a while longer at least. 

Concerning raiding, I definitely think we should get producing more raiders. Even if we wouldn't get a chance to burn another Alphan city, the effort used by them for defence could well make it worth it. They would have to defend everything, while we could strike anywhere. The result is that they need more troops than we, troops that otherwise would be conquering Japan for them. As long as our raiding prevents them from snuffing out Japan, we will have a land lead over them and prevail economically in the long run.

Agreed. 

As for what victory to pursue, I would oppose a wholehearted concentration on a cultural victory. Even if it might be closer to us than a space victory, it comes at an opportunity cost: It forces us to build buildings which are of little use beyond their culture output. Whereas a space victory essentially requires research and industrial capacity, which will serve us well while we are getting there. Thus I would actually say that the space race is a safer bet, even if a culture win could be quicker. We can afford playing it safe, I see no reason to take unnecessary risks.

I knew there was a reason I didn't like Cultural victory and you're right.  That would give a chance for them to go Space Race, especially if they get Mining Inc.

-Ragnar and Tokugawa seemed willing to peace on terms favourable to us. But as far as I'm concerned, any peace with them is good, as peace means foreign trade routes. I even got open borders with the Japsies when I asked

Nice.  I'll do it.  They weren't ready last turn.

-The naval war seems to go decently, let's hope that the 4th frigate in Palpa will make them think they can do something about OSS Richtmark and OSS Warlord.

Should I be willing to lose one of them to lure them in?  4 against 2, even with the upgrades means we'll lose at least one.  They'll lose all of theirs, I know but is it worth it?  We've got the ability to crank more out quickly though and they don't so I'll plan on it. 

-What about the frigate which was able to escape from Artypolis? You *have* been paying attention, haven't you? There is a sign saying "Alphan frigate seen here" just outside it, do you know where it has gone? Or is it the same one which is hanging out just outside Artypolis? Anyways, get another frigate there, outside their line of sight (of course). Then we can sink the one outside and still shield our damaged frigate with the other one against retribution out of port. But anyways, if an Alphan frigate has really slipped through our blockade, we need to get down to destroying it. OSS Ascendant and OSS Infection better be used to seek it out. Since it should be their only proper scout ship, I doubt they'll risk battle with OSS Ascendant. Which means we'll be able to, if it finds 'em, follow and track it until OSS Infection gets to business.

I think they slipped through.  I'm sending the Caravel to search for him but I'm guessing their heading to our EC.  There's a Frigate getting in place to intercept. 

-Why has not every single Omegan city been converted to Hinduism? Why are you not building missionaries? Getting Scientific Method is vital for development, but getting it obsoletes our monasteries and makes us unable to convert further cities.

Mainly because it's only been 3 turns since I've started playing off your turn and I'm only just finishing most of the build queues you set up .  Point taken though.

As for raiding, how about dropping off the guys somewhere on the outskirts of Kyoto? By using Japanese roads, they could reach Tokyo in one turn, hitting Alpha before they know what's coming for them. They only have three units there, and their cultural defence bonus is feeble. Plus, if we get the option, we could liberate it to Japan to score some k'dos from Tokugawa.

It will also get some of our navy in the other sea again.  Sure they can't produce much on their West Coast anyway but it would be good to have a few Frigates over there.

3/30/2008 3:31 AM


Elite Pathogen

Elite PathogenElite PathogenElite PathogenElite PathogenElite PathogenElite PathogenElite PathogenElite Pathogen

Last Seen:
2 days ago @ 6:25 PM


Posts: 5,713
Visits: 13,544

Scratch what I said about the lost ship.  The extra one hanging around Artypolis is it.  I knew it couldn't have slipped through. 

I am certain Alpha is going for Mining Inc. now.  They actually aren't very THAT far off either.  Replaceable Parts > Steam Power > Railroad.  They also need Economics, Nationalism, Constitution and then Corporation and they have Mining Inc.  I'd be surprised if they didn't stray too much from that path.  Chances will be very slim that we get a GE anyway though.  We're two techs away from building factories which would help a bit but I'm afraid it's out of our hands.  Let's hope we get lucky. 

3/30/2008 7:15 AM


Make my day

Make my day

Last Seen:
Today @ 10:24 AM


Posts: 3,236
Visits: 5,516

We can make peace with Ragnar. Teach the Japanese a lesson (that sneaky caravel, for instance) and they'll be willing to talk as well. Result: no war weariness for us We pop a GP in two turns with 15% chance of an engineer - not great. The Taj is also built in two which might mean we get another shot at a GP in Megaton pretty soon, currently a 16% chance. Well, as jerm says, we might get lucky I don't think there is much we can do about the Alphan strategy re Mining Inc unfortunately. What we can do is maintain this war, probably for ever. They absolutely must suffer badly long before us. We must also keep a wary eye out so they don't get communism first - wouldn't want them getting a Great Spy would we? We are also keeping a GM for Sid's Sushi, but what are we doing with the other one? He's just sitting in Megaton feeding his camel.

Hopefully we are also currently building a force large enough to take Treasure Island. If Alpha have a strategy, they also have hope, which means they won't cave in to despondency. This in turn means we have to start planning long term and Treasure Island will prove important in controlling that ocean. It is a very large, unsinkable aircraft carrier. I'm not suggesting we do this, but build a couple of forts and we could have 12 airships based there (I like getting airships early because the opposition has absolutely no answer to them, they make good scouts and provide excellent naval support) Unfortunately it is too far from the mainland for bombing missions (until stealth) but we don't want Alpha to have it do we?

4 against 2, even with the upgrades means we'll lose at least one.  They'll lose all of theirs, I know but is it worth it?

As long as they lose all of them it's worth it. We deny them the initiative. We deny them the ability to explore our continent and raid our fisheries. We keep them blind. They have to start building another navy from scratch whilst our surviving units heal and are reinforced. Kill them. Kill them all

adit: OSS Infection

question: why are they building a caravel in Biztown? I can't think of a sensible reason for it unless it is meant to be bait? They do have two frigates nearby. Weird place to build it if it was for a spy transport mission. I reckon they're gonna try and get one of those ships out into the open seas and they may very well succeed as we are desperately short of vessels up there.

3/30/2008 8:12 AM


Make my day

Make my day

Last Seen:
Today @ 10:24 AM


Posts: 3,236
Visits: 5,516

OK I was bored so I thought I'd illustrate the problem jerm must tackle. It's important to note that within three turns Alpha will have FIVE frigates in port. When they try a breakout we must kill them all.

3/30/2008 11:38 AM


Wrong

Wrong

Last Seen:
12/16/2009 11:01 PM


Posts: 3,898
Visits: 5,438

We have so many more cities, who cares about mining.inc? The way to win a space race is by overhauling towns/ farms to workshops. With sushi we'll have plenty of food to create all the late-game industrial powerhouses we'll need.



3/30/2008 1:21 PM


Impeached by a patch

Impeached by a patch

Last Seen:
3/11/2010 6:05 AM


Posts: 2,208
Visits: 4,029

I agree with Zigeuner, failing to get Mining Inc won't be the end of the world. Of course we should try to get a great engineer, but if we don't get one, we can just as well wait for Creative Constructions to become available. It's not as good as Mining Inc, but it should still be worth its cost.

As for our great merchants, I actually think we should found both Sid's Sushi and Cereal Mills. While Sid's Sushi probably will give us more food (we control 17 of the relevant resources at present, a whole 8 bonus food!), having Cereal Mills means that Alpha won't have it. While they will get a load of hammers directly out of Mining Inc (8 per city with their current resources, plus 1 for any coal they'll find), those 8 food we get can be turned into 16 hammers by using the food to feed people who work in workshops.

Oh, and did I mention that Sid's Sushi and Creative Constructions give culture too? While I maintain that we should aim to win the space race for the reasons given, we keep the possibility of a cultural victory open.
3/30/2008 5:43 PM


Make my day

Make my day

Last Seen:
Today @ 10:24 AM


Posts: 3,236
Visits: 5,516

We have so many more cities, who cares about mining.inc?

Ahem.

We have 25 cities.

They have 15. However, once they take all the Japanese and Viking cities (do you doubt they will?) they will have 24. There are 3 viable sites to build (rebuild) new cities, making 27.

Let's say we take Treasure island, upping our total to 26. Doesn't look so different now does it? So I would caution against any simple dismissal of Mining Inc. Not that we can do much about it anyways, but do not underestimate the power of the dark side

« Prev Topic | Next Topic »

««12345»»»

Reading This Topic Expand / Collapse
Active Users: 0 (0 guests, 0 members, 0 anonymous members)
No members currently viewing this topic.
Forum Moderators: Sean, Terminal_Civ-er, mongoose201

Permissions Expand / Collapse

All times are GMT -5:00, Time now is 10:55am


Execution: 0.203. 10 queries. Compression Disabled.
© 2005 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier's Civilization IV, Civ, Civilization, 2K Games, the 2K Games logo, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis Games. Firaxis Games and the Firaxis Games logo are a registered trademark of Firaxis Games, Inc.

web stats