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Old 25-07-2004, 20:59   #19
anarres
anarchist butcher
 
Join Date: Mar 2003
Location: United States of Whatever.
Posts: 4,677
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192: Maastricht falls, I (amazingly) lose no Cavs against 2 Rifles, a Swiss Merc and a Cav fortified in a city on a hill!

Heh, Eindhoven is within reach! It falls for only 1 loss, even though it is on a hill and over a river.

Groningen gets replaced by a new city (Vidin) just W of it.


169.44KB


193: Haarlem falls now and I raze it, I lose 2 Cavs in the process. Now I sell improvements and abandon Eindhoven.


194: The Dutch have landed 4 Swiss Mercs and 2 Med Inf on a hill next to one of their old cities, it costs me 3 Cavs to get rid of them. I still have plently of units left to take Amsterdam though, I lose about 3 or 4 in the process.

I am going to keep A'dam because it has the colossus, the great lighthouse and mallegans. That's lots and lots of extra commerce, and +1 ship move.

I found another city on the island, several more will follow in the next couple of turns. I need to keep the war up until I get a GL - I've had about 10 elite winds so far.


195: I research Sanitation and OMG!! You wait hours for a bus and then 2 come together. I HAVE A SECOND SGL!

Since my first is still waiting to build Hoovers after I hand-build ToE I am wondering what to do with this one. Maybe I will use it to rush the palace on the Dutch island if I can't get an MGL to do it.

I take Holwerd and keep it so I can rush settlers, I only lose 1 Cav. Now I take The Hague and lose 5 Cavs. I guess it's only fair after my amazing luck with the rest of the Dutch cities...


75.08KB


196: Take Leerdam, I lose a Cav to a swiss merc.


198: Build ToE!

This was by hand and very painful in the last few turns, I half expected KR to beat me to it like everything else. I take Atomic Thery and Electronics as my free techs, next turn I will rush Hoovers with one of my SGL's.

The other SGL will head to the Dutch island to rush my palace. I recently realised the SGL's would stop MGL generation. This seems to be a bug that you can have more than 1 SGL at once.


200: I build Hoovers!


201: Germany is still the only civ with Replacable Parts, and last turn I could get it for Sanitation, Sci Method and 550 gold. This turn I can only get "close" with that amount, so they must be researching one of those techs.

Fuck. Becuase I lost my Rep against the Dutch I can't buy Rep Parts at all now, so first I sell them Sci Method for WM and 180 gpt.

Now I can sell Germany Atomic Theory for Replacable Parts.

Sci Methods also goes to England for 70 gpt.


204: My Wines deal with Germany ends this turn so I sell them Sanitation for Wines, 100 gpt, 120 gold and WM.
Another deal with the French is ending also, so I sell Sanitation for 118 gpt and 10 gold.
Sell Sanitation to the English for 65 gpt and 66 gold.


211: I finally make peace with the Dutch and get 39 gpt from them.


212: Research the Corporation.


215: Sell Industrialisation and Scientific Method to Sumeria for Fascism, WM and 3 gpt.

Sell Atomic Theiry to France for Communism, 98 gpt and 6 gold.

220: Research Refining.

Our peace deal has ended. I get first strike this turn, but Kingreno has Ironclads everywhere and is planning to control the seas. He could land an invasion force on any of my islands.

I just spoke to KR on MSM - he says he has 70 Ironclads!!!! Also only 7Inf and "some" Cavs. I expect him to maybe try to take my lux island (since it is quite far from my productive cities), and I also expect him to bombard me to hell.

I have a choice of researching Ironclads (5 turns), or going for Steel (7 turns) then Combustion. Oil is very scarce on this world, and Sumeria has 2 of them, both connected. When I get to Combusion I will gift Sumeria techs to Refining and then will trade for it. Can I stand 15 turns of KR's bombardment?

221: Kingreno has started his bombardment. He reported no city improvements destroyed, but many units were redlined and coastal tiles damaged. I guess it's about 12 turns before I get Destroyers...

My Palace has now jumped to my second island, and I think my stats (F11) have stayed more or less the same. This is great news since my second island will only grow stronger over time.

180 gpt from Germany ends this turn, as does 70 gpt from England.

I sell Electronics around: Germany gives Free Artistry, 185 gpt, WM and 29 gold. From France I get Silks (8th Lux), 24 gpt and 42 gold. To England I sell Atomic Theory and get 92 gpt and 77 gold.


222: Battle report from KR:
Quote:
quote:Battlereports turn 221.

IC hits RR West of Leerdam, then moves 2N
IC hits Cav 2hp SE of Hilversum then moves 2N
IC hits roaded furs to craters NW of Edessa
IC hits Cav 2hp on gemmed mountain near Brussa
IC hits Cav 1hp on same mountain, both IC still there.
Fr missed inf in New Ceasarea
IC hits RR goldhill E of Varna
2*Fr misses Rubbertile near Dyrradum, move east.
Fr hits cav 1 hp S of Sardic, move 2 west
IC hits roaded Saltpeter South of Ani and leaves craters!
5*IC misses Inf N of Pillep…grrrr
IC hits the same conscript Inf for its losable hp.
Fr misses Grassland NE of Taormina, moves 2 NW
IC hits Cav 1 hp SE of Amorium, moves 2 E
6*IC hits 4 Cav in the mountains North of Nicaea, 1 missed. Total - 7 hp.
2*IC+1*Fr hits cav 1hp N of Septum, the cav has 1 hp left.
IC misses Plains S of Septum, moves NW
IC hits SugarPlains S of Constantinople, F misses same square.
IC hits Cav 2 hp SSW of New Constantinople and moves 2 E

No more battles occurred this round. But Carthaginians Land near Constantinople!
1 Arty bombards KR's stack from Constantinople (which is no longer my capital) and takes off 1hp from a rifle.
10 Vet Cavs attack:
4 Cavs die
4 retreat
2 rifles killed
3 rifles to 2hp (one elite)

3 elite cavs attack and kill the 3 rifles (all at 2hp)
3/4hp Cav attacks and kills one of KR's Cavs.
3/4 Cav attacks and dies, taking KR's Cav to 1hp.
4/4 Cav attacks and dies
4/4 Cav attacks and kills another Cav.

Shit. I can see another 6 galleys off my NW coast of the main island. If they contain Cavs I am in real trouble. Most my units are on the second island (old Dutch). I will offer Industrialisation for peace - in 20 turns I will have destroyers and maybe battleships.

Kingreno has resigned! Apparently the galleys were empty, and without an immediate ability to attack he falt the game could not be won. I'm a little suprised however since 70 Ironclad could do a whole lot of damage to my coastline.

This game acutally finished a couple of weeks ago, I've been very slack in posting my spoilers...
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