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[PB79] Just one more Game

Okay, than my first instict was correct. Even if Google Translate miss translated the name - and I missed up the HTML code here.
And it's no problem real to port the report to Realms Beyond.
I have things nearly fully automated, so I need not that much time to post here compared to the writing of the report in german.
And if you have questions, I feel free to ask. I can't really show new pictures, but I can try to answer it.

Generally time constrains are the reason, why I'm behind in my report in this game.
And I do plan to update my EitB PBEM some days too.




A quick login after midnight at the end of T262 shows that coldrain has closed the borders to Miro, but Gira has not.

And the army did not land on Sarim-Batim-2-2 as expected (a teleport to 7 for the army), but on Okrans Guld-7, a teleport over 2 tiles(4-4).

This should allow the army to move to Gira's territory for now and cause me further worries. First strike in the Netherlands is difficult - or rather, Miro will always have a first strike.




How wrong one can be.

In turn 263 I am greeted by a peace offer from Miro - White Peace.
A look at the minimap shows that the city loss in the log was Sarim Batim - so Notre Dame, but at least not rock'n'roll - there was a round missing.




But some units are missing - more than I could have defeated in defense.

What happened?

Miro closed the borders to Gira and thus teleported part of the army in front of Sarim Batim.




The other part was teleported over the mountain range between Gira and Miro into Chinese territory.

This must have been done on purpose.

I'm slowly getting to the camp, which is against teleport tricks.
The retreat isn't my problem. Not nice, but looking back I think I had too few troops in the area to pose a threat to the 100 units.

The problem is offensive use.




And Miro got unused general number 5 from this action. This also makes command units possible from Miro.
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At the other end, I plan for the one tile in front of Rome to flip to 49/50 in 1 turn and then be in my culture in T265.

But Miro plays attentively and lets the fleet set sail.

But now to the rest of Miro's army.




The air squadrons are already quite successful.




After the tanks, some promoted marines and the first cannons have attacked, the remaining cannons already have a good chance of retreating - against the enemy cannons (!).




A relatively successful bombardment and a few more marines later, the rest look relatively pitiful.




At the end I bring in the city guards - including the garrison 3 Longbows from Carthage.

Unfortunately, the warriors' chances are too poor for me to be able to take advantage of them.

Nevertheless, I have roughly destroyed a quarter of Miro's mobile army here ?

My unit losses are moderate.

But it's a shame about the cities - and especially Notre Dame.
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I don't seem to have any screenshots for T264.

Miro has disbanded the remaining units, I have re-founded the first city.

T256




That's what a city looks like.
CC and Courthouse should always be there. Forge, factory, power plant cost 520 [Image: Civ4Produktion.png] and are worth 11.5 :5pop: through slavery alone. If you consider that the factory gives a bonus to the power plant, it's more like 10 :5pop:. Add to that the fixed 10 [Image: Civ4Produktion.png] through the Granary and I think RoI could be around 30 rounds (or less)?

That's still at the upper end, but it's actually worth it, isn't it?

The new foundation of Sarim Batim still needs one round, the Dutch culture is still in the way.




In terms of research, the Internet now catches my eye.

Especially because Gira could probably research it just as quickly.

I'll ignore it for now, but I'll keep it in mind.

The Three Gorges Dam is also still available - but as I said, it's rather irrelevant.




Otherwise, I'm pleased to note that West Point has been buffed in CtH. +5 XP, so I save a general for Commando for All and I already have enough - with theocracy and vassalage.




The graph now also shows Miro's losses.

The losses against 1705 AD should be the naval battles around Salem?




Otherwise, the front is currently quiet. Miro has some troops in the area I can see - Rebublik o Rome and Mediolanum are similarly heavily occupied.

And these 5 transporters irritate me.

The threat potential exists.

Current combat operations are limited to me starting to use the planes to flatten the modernizations that are within my reach. Ideally, the goal would be to destroy enough railways that I can attack one of the cities without fearing a counterattack.

Miro is currently not really trying to fight my air supremacy.
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Round 266 sees the first combat action in the air.




I shoot down Miro's first 2 air units - since then I haven't registered any more attempts by Miro to bomb anything near me.

I think those were 2 different fighters.

______________________________________________________




T267 is the first time in a good 20 turns that I've seriously gone on the offensive.

Antium is well protected by the hills. No tanks can get through, so the garrison is relatively small. Still big enough to defend against commando actions.

After the tank, which completed this turn, the top defenders are the Chokos.




And fighters and bombers on the tank are enough to give my guerrilla 2 marines a 90% chance.




To defend Miro a little - I only had 2 unpromoted units in Lixus.

The rest of the marines were hidden on the transport ships.




I think Miro is currently building wealth - I can't explain the 1.2k [Image: Gold.png] any other way - especially since this was ~700 [Image: Gold.png] when I demolished the Mining HQ.




One Forbidden City less and Miro loses ~ 100 [Image: Gold.png].
I think that was another ~15% of Miro's regular income?
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My marines (unfortunately) don't survive the action.




Nevertheless, there is a small force here on the border that wants to be taken over by infantry after bombers.




Of course there is the obligatory lost battle - but with 5 units that's OK.




At the end I briefly consider whether I should let my knights ride out against the tanks here. But I decided against it.
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T269 and the next bang.




First of all, I see that Miro has left my troops largely alone.

The infantry is also promptly placed.

The close zoom to see which field was attacked by the hunters.
In the foreground you can also see that Antium was newly founded by Miro.

Fall o Rome is the name of the new city.

Otherwise, I have researched fascism and mass media.
Research goes to music->military science.




With mass media, I also use the GI for Christ the Redentor.

I don't know if this is a coincidence or if it's intentional, but Redentor costs 1000 [Image: Civ4Produktion.png], Carthage has 120 [Image: Civ4Produktion.png] this round. - Add to that the 880 [Image: Civ4Produktion.png] of the GE and Redentor is next round.




In Carthage I can also welcome my first super healer. 25% additional healing for units on the same field.




Otherwise I see that Rome is relatively weak this round with 42 units (not 46 units).




I have now accumulated 51 tanks.
Here you can see Rome after the first bomber attacks.

The current BT/road situation is also favorable.




The chances start well.

Unfortunately the river is not taken into account here, but it's still going well.

3 losses if I remember correctly.




Rome is burned down.




Unfortunately, hunters cannot damage rails.




But it's unlikely that a knight will tear down the railroad.




In the end, I'm quite confident that I actually have to fear a counterattack.

Miro needs 3 (2 for tanks) railroads and only has the 3 workers free on the iron.

9 of Miro's workers are south of Rome and useless because of the chain of hills.

The only dangerous thing would be the 8 transporters that could unload their crew in Mechs vs. Minions.

Who can find the two (different) errors ?

The logs from this round:




The 4 destroyers in the harbor all intercepted an aircraft at some point.




Here again the last interception of the previous picture.




And at the end the first remaining bomber actions.

I lost 2 tanks.
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Then I'll explain.
I actually overlooked 3 things.
Option 1: Miro switches to serfdom and can therefore build roads in one turn.
This brings all tanks within reach, but in most cases it is not enough for infantry/cannons.
I actually considered this, but rejected it in the expected 2 rounds of anarchy.
Option 2:
The desert hill actually already has a railway. This means 4 worker are within reach and Miro can use the tanks with 2 build railways.
Option 3:
Miro activates the 2 workers on the plain tile. For that, Miro needs to have prebuild the railway/road and Miro can use the worker on the plains hill or Miro needs a second worker from the fog.
This means 6 workers are active and Miro can easily reach my troops.




Accordingly, the start of T270 was an unpleasant surprise.




I did manage to get a few units - 12 from the log alone, I think there are still one or two cannons missing.

But those were mostly cannons for Miro and 42 tanks for me.




And I can't even attack Miro's tanks here effectively.




The remaining tanks (and knights) move out and catch a good 20 other units (Infs, MG, Marines) near the border.




In the end I decide against sending the Marines over the hill range again.

I probably should have done that after all.

The knights in the picture below have each collected 2 workers.
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In turn 271 I researched military tradition and unlocked West Point.

So I want to change my civics from freedom of speech and representation to police state and vassalage.

Perhaps freedom of speech would be better until West Point is in place, just as I am currently avoiding theocracy.




The state of the economy is okay.




I currently have 1.1 research rounds per savings turn.

That makes a research rate of ~53%. Not good.
And a research rate of ~1.1k [Image: Forschung.png] per turn

70 turns ago I was at ~1.2k effective research per turn.




It doesn't get any better after the revolution.




Research rate drops minimally to 52%.
Effective research per round drops by the yield of the specialists from ~ 1.1k [Image: Forschung.png] to ~ 0.95k [Image: Forschung.png]

At 25% [Image: Civ4Produktion.png] on units, Rep is almost more worthwhile.
In the meantime, the 50% [Image: mad_s.gif] are slowly becoming interesting because of the war - but Rushmore is in production, coliseums are currently reducing by another 25% and if in doubt, I'll whip up more prisons everywhere?
It would only be a 75% reduction, but...
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I'm finally posting the last turns.

T272 was quiet.

I just tried in vain to demolish this one mine.

I'm moving my fleet south again, but I'm staying out of range.

I can currently risk a fight.




This ends in this attack in T273.

Unfortunately, only 2 transport boats were loaded and I already spend the promotions on Guerilla 2.

In the end, it's not enough to defeat the 7 units here.




Furthermore, there was the first air battle. And then I read up on cIV air combat.
If I can believe the civfanatics, this was also very useful.

1. only one unit can intercept - it doesn't matter how many destroyers are in a fleet, the interception chance is 30%.

2. damage per combat round is min(intercept chance/2, 10). -> min. 40% interception chance to shoot down undamaged aircraft; fighter vs. fighter ends with a kill after 3 combat rounds;
min. 70% to shoot down with 3 combat rounds, 50% to shot down in 4 turns.

3. Winner of a combat round is calculated normally -> defensive bonuses for land units apply !
SAM in cities gets messy. I think they are a nearly guaranteed kill every turn ?




Here are the remaining battles from this turn.




T274 sees the next change of government.

Org Reli and Bureaucracy and I can reduce West Point build time by 1 turn - so I finish WP next turn.
Rep again as a test to see if it's worth it compared to Police State.
Org Reli is also used to train a few more missionaries. I only have one monastery in the empire and 15 unbelieving cities.

Otherwise Miro is researching rockets, I'll do the same.

And that brings me to the next question:
I actually wanted to found the Alu corp.
Would cost ~3 [Image: Forschung.png] per city and ~ 1 [Image: Gold.png] - so with the HQ 5 [Image: Gold.png] profit.
Distribution costs are there after ~16 rounds, [Image: Civ4Produktion.png] becomes more difficult. Overall, I think 20 rounds of RoI?

Is it worth it?
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And now the last turn and Realms Beyond is up-to-date too.




Second attempt.
This time with 8 fewer workers for Miro and slightly better control. I don't think Miro can built enough railways this time.

The danger of units on ships still exists.

Unless Miro has hidden workers on transport boats, the land units shouldn't be able to reach the tanks.

The transport boats in the fleet on the bottom left of the picture are something else.




Government forms back.

The first command tank unfortunately only in 2 turns, I miss build the heroic epic.




Otherwise I have to watch out for coldrain here.
And coldrain is also threatening to unleash the nuclear inferno.
coldrain has invested at least 1 scientiest in nuclear fission and now needs another turn.

I think I'll bury the idea of ​​the Alu corp for now and bulb with the scientist myself - if I can still do that.
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