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Took another of Alex's border cities with Rego, and fired off 11 nukes to take out about 100 of Rego's troops and raze two of his cities with commandos or before the culture resets. Almost captured the third of his three southernmost cities but carelessly nuked a grasslands tile that I needed to get through. (Fallout increases movement cost)... Playing too late at night.
Screenshot coming... Thanks for the interest!
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Of all the teams that I want to win, I want you to win the most It's fun to watch modern era warfare.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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Thanks Krill. It's fun to play too. More interesting than building spaceship parts...
Here's the promised screenshots, showing the before and after from last turn when I attacked Rego:
Below are the before and after shots for this turn. Rego counter attacked and razed one of Alex's former cities (the one furthest west, which was within bomber range of New Town), burning 7 ICBM and 1 tactical nuke to do it. SDI doing its job nicely... Not certain why Rego declared on SC to do it, but I'm assuming because of the culture overlap.
Here's the overall picture now:
Lots of vulnerable cities that won't push their borders for quite a while. I have 6-7 defenders in each one, and jets providing cover. Rego has enough artillery and ground troops though to easily take any one of them, maybe several.
In an interesting diplomatic twist, I also had to declare on sunrise last turn to nuke New Town, as sunrise had 4 bombers in there which prevented the nuclear strike. I declared, nuked and offer ceasefire, apology and reparations (which Sunrise accepted). However I chatted a bit to him in game and he's now considering our NAP with 10 turn cooldown void. We agreed to a 2 turn temporary NAP while he checks with rego, but if Sunrise joins the war then things will start looking up for them.
Hard to see why sunrise wouldn't enter the war at this stage; has to be more fun than hitting end turn and he doesn't have any real prospect of either winning OR being eliminated this far into the game...
We'll see what happens though.
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Cheers for the update
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Sunrise decided to join in the fight.
This put me in a really difficult decision, because on the one hand, this is the *perfect* civ game for me. Two experienced, formidable opponents, a well matched fight, modern warfare, even some tactical nukes thrown in for good measure...
... while at the same time, real life is going from stupidly busy to insane. I've been waiting a year or more for this kind of game, but am also now under contract to buy a house (which needs renovating and moving into) my job is going crazy, and we're expecting our first baby in less than eight weeks.
Something has to give and unfortunately I can't spend two hours a day playing my turns any more. So, I offered Rego and Sunrise peace, and they've accepted.
So with great reluctance, I'm going to go for the peaceful space race after all.
Next turn I'll have to log in, switch civics, and see if I can give Dreylin and Broker a run for the money. I'm still way ahead in manufacturing, and with the internet, I can pick up techs for free, as long as SC gets them too (but unfortunately I'm not sure if he's still trying that hard).
Dreylin may be too hard to catch at this point. He has space elevator, and will be the first to Fusion. We'll have to see...
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Switched to Uni Suffrage, Bureaucracy, Org Religion to maximize my hammer production, and I'm now officially in the space race:
SC and Dreylin are both researching Genetics (in fact, Dreylin just finished it this turn and started on Fusion, which he will get in 6 turns). In theory, we all agreed to share techs within the alliance - except Dreylin who never actually replied to the email proposing this (Broker and SC both agreed). I don't know whether that was intentional at the time, or whether SC has already tried this and been turned down, but I've requested Genetics off him. We'll see what happens.
SC is still 4-5 turns from finishing Genetics and will probably need another 10 turns after that for Fusion, unless I subsidize him with gold, which I've offered to do, to keep him running at 100% (assuming Dreylin indeed doesn't share). Even then, SC wil lbe a good 6 turns or so behind Dreylin to Fusion.
Broker is plugging along for his Cultural Victory, and getting quite a lot of resources from me for his Sushi and Creative Constructions corporations. I've told him I plan to cancel those in 10 turns, now that I'm in the space race as well. Though I don't know if I actually will - if Dreylin is going to be beat us both to victory anyway...
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It really was silly of you to default the NAP by nuking sunrise. I think he would have just left if you asked.
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MJW (ya that one) Wrote:It really was silly of you to default the NAP by nuking sunrise. I think he would have just left if you asked.
I'm sure he would. It was a one-time opportunity though to attack the same turn I took Alex's border cities with Rego, before Rego's culture expanded again...
Definitely a strategic error though. It would have been more effective to wait a few more turns until some of Alex's cities came out of revolt, and to raze the ones nearest Rego's borders and resettle right away, so I don't have to wait 8-9 turns for them to come out of revolt and push the first border.
Anyway, the space race is on. Looks like it's Rego and me. Dreylin has the space elevator but hasn't even built Apollo yet. (He'll complete that next turn).
Rego has tons of forests left and will probably beat me to it by a turn. All mine got chopped during the great dsp/Kodii war.
Mechanics question: what's the difference between a full spaceship with 2 engines, and a(n otherwise) full spaceship with 1 engine, which I could launch 1 turn earlier?
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Launching with 1 Engine in an otherwise complete ship delays arrival time by 2 turns, I think. So that means in your situation, your 1 Engine ship would actually arrive a turn later than a fully complete ship.
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