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rjmatsleepers
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I thought it might be worth starting a new thread rather than continuing on the new citizens thread. I played until 1914 and then noticed that Erika had only played until 1912 - no matter, we can still choose between the 2 saves. And anyone else who wants to try a few turns is welcome. Here is my log:
1904 - increase science to discover robotics as soon as possible; re-arrange workers to add a few more beakers; part rush some vet armour; start constructing railway linking all cities; start moving forces towards embarkation points.
1905 - Egyptians at war with the Zulus (good that may keep them off our back); I continue part rushing and moving troops
1906 - More of the same
1907 - discover Robotics - now to build lots of howies; switch einsteins to taxmen and raise tax rate; sign peace treaty with Persians; start to rush howies.
1908 - sign peace treaty with Sioux; rush a couple of howies
1909 - The world turned upside down! The Zulus signed a peace treaty with the Egyptians; then they offered me a peace treaty which I accepted; then the Egyptians and Zulus cancelled there treaty! More rushing of howies.
1910 - More moving the invasion forces to Apolytonia and rushing howies; we now have 5 transports which will carry 40 units to attack - but what make up? 10 spies should be enough and 10 vet armour so I will build as many howies as I can - if I can't build 20 in time, I'll use additional armour; first wave will be the spies and armour. I will set the target invasion date at 1914.
1911 - Blast! One of my transports is blocked by Zulu subs; I may have to go with a reduced force.
1912 - I have 12 howies; that will have to do since I only have 4 transports.
1913 - My 5th transport is now free so I'll postpone D-day by a year to use a full force.
1914 - only 4 transports are in position, but I'll have to go with that.
The invasion force is more or less in position. My plan is to ask the Zulus for tribute and thus provoke them into declaring war. Bring down the walls in Intombe and capture it with my armour. Move the transports into Intombe. Capture Zimbabwe with the howies thus bringing the Zule spaceship back to earth. Skip off into the sunset humming gently.
Here is my save.
Attachment: ap_a1914.sav
This has been downloaded 10 time(s).
Last edited by rjmatsleepers on 14-01-2005 at 12:05
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rjmatsleepers
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quote: Originally posted by Broken_Erika
I still think that mountain square could prove useful, it should be out of the zulu cities zone of control and is 2 squares away from zimbabwe, i figure, put an engieneer there, nuild a fortress and give it some good defencive units, (assuming the zulus don't kill the engieneer) also, helicopters would be good in an attack, mainly to kill zulu ships and artillery before they can strike. basicly a large overcomplex plan is what i would do, but most of my strategies i think of need good air and naval support, both of which we lack. |
The mountain square has the advantages you mention, but if I remember correctly, it is not attached to the railway network, so unless we build something it will use some movement points to start the attack. Also it will take time and use up space to transport engineers to build a fortress or a rail connection. We have to take Zimbabwe on the 1917 move at the latest.
RJM at Sleeper's
PS Congratulations on reaching Prince - all those unit posts in the scenario forum paid off!
PPS Should that be princess? Or perhaps you are a man with an unusual name 
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rjmatsleepers
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quote: Originally posted by Bloody Monk
Cheers!!
I am back home after spending the holidays in the hospital. Hopefully I will not be going back there any time soon.
Before I checked out I had played ahead a good bit, but did not want to spoil the fun by posting any saves. I feel that a better benchmark for the next stopping point is not any particular year, but rather, the crashing of the Zulu spaceship, as that is our main short term goal. I accomplished that in 1911 but utilized a spy with a nuke in her knickers. I have also taken a good many more cities, by that date, but then I didn't bleed off so many units for Zululand.
I suggest others play out their strategies up to the crashing of the Zulu s-ship, and then we can compare. I suspect they will be quite different if you haven't used the spy-bomb, if only for the number of skulls.
Monk |
Welcome back Monk.
Playing through to the return of the Zulu space ship seems fine to me. I expect to accomplish that on the next turn - unless there is a nasty surprise lurking in the wood work. That gives a maximum of 4 years more to play in the next session since unless it returns, the Zulu bird lands in 1918.
I intend to capture 2 Zulu cities next year, which will allow me to take 2 technologies. It struck me that maybe we should go fo AC landing rather than conquest and thus we should take technologies that allow us to build our own spaceship.
RJM at Sleeper's
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rjmatsleepers
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Despite a couple of unwelcome events, the Zulu bird is back. As expected, the Zulus declared war as soon as I asked for tribute. I lost rather a lot of spies bringing down the walls of Intombe, but once they were down it fell to my vet armour. I could then bring the rest of my invasion fleet into port and take the howies by rail to Zimbabwe which offered little resistance. However ... instead of the spaceship returning to earth, the Zulu empire split into Zulu and Viking and the capital moved to Gnome (?). With the additional movement points from capturing Zimbabwe I could bring the 5th transport into Intombe which gave me plenty of howies that I used to capture the new capital and bring the space ship back. I saved at that point. The Zulus are not yet asking for peace, and we probably have sufficient resources to capture one or 2 more cities.
If we make peace with every one, we can probably now build our own space ship and win by AC landing. If we have to, we can use the same trick of capturing the capital of any AI civ that manages to launch.
On the other hand, I suspect we have the resource to win by conquest if we want to. Either way, I believe the game can be won.
RJM at Sleeper's
Attachment: zulu_bird.sav
This has been downloaded 3 time(s).
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Bloody Monk

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austin, tx
May 2001 time: 23:30
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cavebear,
Attach function works fine now. Is the Zulu s-ship still flying??
Sorry for the missing log, friends. Typing it up is more than I can manage right now. I wanted to do it before going to hospital but could not get it done in time.
While it is tempting to build a ship now (and I have collected all the needed techs), I believe the Zulu, Kelts, and Vikings need to be bonked-on a bit more to be on the safe side. I have enough cities to crank out freights for s-ship parts, but, once we launch, we will be under sever pressure from the AI.
PS: I hope you appreciate my not spoiling the surprise unvolved in 'grounding' the Zulu ship. I found it to be an interesting learning experience and thought that my "telling" what to expect would not anchor the lesson nearly as well as actually having it happen. This has been a very interesting game, on many levels. I wish I could finish it, but am very glad that the torch has been picked up. Good luck, all.
Monk
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rjmatsleepers
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I've looked at Monk's save now. As well as being earlier, it has a more secure position against the Celts and Persians. Also more Egyptian and Sioux cities have been taken. On the other hand, the railway network is less complete and I think there are less howies and armour on the Zulu / Viking mainland. And there is a lot of polution to work on.
We need to think about how we treat the Egyptians and Sioux. We could eliminate them so that when we take an enemy capital, their empire splits which leaves us with 2 weaker opponents to deal with. Alternatively we could leave them as a Zoo civ in order to prevent the empires splitting thus enabling us to bring down a space ship by capturing a single capital.
I'm a bit torn (and also worried that there might be an element of hubris in the question).
How are things going Cavebear and Erika?
RJM at Sleeper's
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Bloody Monk

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austin, tx
May 2001 time: 23:30
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quote: Originally posted by rjmatsleepers
Yes that was a shock wasn't it. Apparently if an empire splits, the spaceship does not return to earth. I'm not sure whether this was known before - certainly I didn't know it. To bring the spaceship back you have to take the new capital - Ngome. You will need to provoke another war and move your troops smartly west.
Good Luck!
RJM at Sleeper's |
I believe I have seen it happen even where there is no civil war/empire split. I think the key is that the Victim Civ has enough in their treasury to buy a Palace at another site. But my memory is increasingly questionable, and I wonder why there was not a second instant Palace after Ngome fell.
The interesting thing for future consideration is whether or not, when their second s-ship is on its way, a similar thing will happen. Here, I have to agree with a comment elsewhere by RJM that we might want to leave at least one city for each AI. This way there will not be an open color slot for another empire split. These "zoo cities" can be harassed down in size, etc, even though they are not captured. One other point, any new Civs generated by 'empire splits' will most certainly have the techs for s-ship building and we do not need more competition in a space race.
Keeping the captured Zulu (and other AI) cities may not be possible. But the point was to bring down the s-ship. BTW, the Kelt city (Rhayader) was taken as a launch point for a future attack on the Kelt Capital when they have launched their s-ship. This city, or one like it, is an exception to the point just made about the value and need for holding on to captured cities.
Monk
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rjmatsleepers
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quote: Originally posted by Bloody Monk
RJM
I noticed that you have not established embassies. Spies can do this without penalty.
Choose the save you think best suited to your style. My health being what it is, I doubt I will be able to play any time soon. Just getting someone to type these replies for me is hard enough.
Good Hunting!!
Monk |
Good point about the embassies - I concentrated on capturing Gnome and then saving so I'm fairly sure I haven't got an embassy with the new Viking empire. I'm not sure which others I'm missing.
Hopefully, Cavebear or Erika will also post a save so that we have a greater choice. IMHO we can win by either conquest or AC landing from both your save and mine.
I hope things improve for you so that you can again play this wonderful game, but any comments you can manage to make will be welcome.
All the best,
RJM at Sleeper's
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