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AU 505 The Power of Fascism DAR 6 - You Power-Hungry Fascist B*STARD!!

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  • AU 505 The Power of Fascism DAR 6 - You Power-Hungry Fascist B*STARD!!

    How did you finish? When?

    'Nuff said.
    The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

    Duas uncias in puncta mortalis est.

  • #2
    And people were offended by 'crack' in the motto vote
    "I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
    -me, discussing my banking history.

    Comment


    • #3
      I loved that motto proposal. Laughed my arse off.

      Anyway, back to business.

      Emperor level, AU mod

      AUmerica exited the Industrial Age with a commanding technological lead, the biggest military of the world, and a finishing infrastructure in the conquered lands. Cities captured with Factories intact, were already contributing to the next war. Workers and slaves, put on automation long ago, were finishing last improvements in the Taiga (former Carthaginian and Greek forests).

      Important events:
      • 1400 AD:
        Enter Modern Times. Will research Rocketry and Computers, do a massive upgrade, then it's off to war again.
        Stealing some military plans.
        Sign MPP with Germany again. No wars at the moment.
      • 1460 AD:
        A fleet of 34 ships moves out. Transports full of troops, with heavy escorts (ships and F-15s). Direction: Russian capital.
        Fleet arrives in 3 turns, Computers researched in 3 turns...
      • 1470 AD:
        Check Russian roster. 10+ Bombers, and Fighters, lot's of Infantry and Guerilla, some old Spearmen. Some Cossacks, many old Knights. Many brand new ships - it seems that non-Seafarinfg civs don't build many ships, unless they have lots of spare production.
      • 1475 AD:
        D-Day -1. Ships close on Russian borders. F-15 squadrons fly Recon missions. Countdown.
        The Russians just discovered Motorized Transportation. Too late.
      Attached Files
      Seriously. Kung freaking fu.

      Comment


      • #4
        The horror, the horror

        Regents level, AU mod.

        I did not take notes, this is from the play back.

        Rome went down like a beer on a hot day.

        I pop rushed Temples or Libraries in captured cities to get the number of natives down and to start the cultural expansion. With a three on one dog pile it didn't take long for the Romans to die. During the Roman phase of the war I got Steam Power and discovered that the closest coal was behind Carthagean lines. The MPPs were still working so I declared war on Carthage (and shot my rep) and waited for them to attack so now it was American and Greece on Carthage.

        A few turns later the Greek army had blown itself out on the Carthageans so I delared war on the Greeks. After that no one trusted me. It was a three way slug fest with me rolling up the Greeks and fending off Carthage's Heavy Cav. Once the I was finished rolling the Greeks I rolled up Carthage.

        Rocketry revealed the bad news about Aluminum but the city the Celts had conceeded to me was close to some. The Celtic boarders had expanded by the time I got there so I put the Celts out of it.

        I never researched Military Tradition but I picked up the Heavy Cav from Nationalism. That does not seem right to me.

        After I secured the Continent I concentrated on building infrastructure (and the SPHQ). I wanted a massive increase in production before I invaded the other continent. Even though I was no longer trading tech I could only get 4 or 5 techs out in front. Still, I got SETI and the Internet, Nukes Plants, and ICBMs. During this period I got Theory of Evolution (1500) (and a Great Leader), Hoovers (1505), and Longevity (1605); all in Washington.

        By 1835 it was the time to end the Dutch. I used the same technique, MMPs with the Germans and the Russians, declare war on the Dutch and when they attack with their Bomber it was dog pile on the Dutch.

        I nuked Amsterdam to break the Dutch trade net, and then nuked an city close to America and unloaded Mechs. My might navy (all two transports) was up to the task. When the Dutch SoD showed up (much smaller than I expected, maybe part went at the Germans?), another nuke took care of that. Then it was use tanks to capture an airport and I no longer needed a navy. I was producing about 2 ICBMs a turn, 3 or four Mechs and a few tanks. The offence was basicly over run smaller cities or nuke larger ones and then hit it with tanks or Heavy Cav.

        After the Dutch had been removed from the other continent I declared war on Germany and dropped a nuke on Berlin. Russian declared war on me so Moscow became a glass bottomed lake also. (Note to self, wait until your ally has declared war before using nukes.) By this time I was using Modern Armor. My biggest problem was to keep enough ICBMs in the pipe line so neither Germany nor Russia could reconstitute their trade net work. This limited the number of other units I could build.

        Captured cities pop rushed a cultural building although some times I had to wait for the population to grow enough (Longevity helped). After that I started producing workers to get ride of the natives and to clear up the polution caused by the Nukes.

        It was basicly a meat grinder after that. First the Germans were over run, then the Russians.

        Somewhere arround 1900 AD Washington went over 20,000 culture.

        The game ended in 1930 with a Domination victory. I had reaserched the entire tech tree and had 93% of world's population.


        Mike G

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        • #5
          Emperor level, AU Mod
          (continuation of the previous post)

          This one took much longer than I epected. Taking metros with the defense thingie is a mess, I tell you. And moving 50 units in a turn is not fun after the first 5 turns or so, believe me.

          Important dates (stripped of the battle reports, as I stopped writing them after a while):
          • 1550 AD: Washington (AUmerican ) builds SETI program.
          • 1560 AD: Rome (AUmerican ) builds Internet.
          • 1575 AD: Buh-bye Romans.
          • 1590 AD: Buh-bye Russia.
          • 1635 AD: Germany expelled from the continent.
          • 1640 AD: Building cities to fill the gaps in conquered lands, and get 66% of the area.
          • 1645 AD: Domination victory!

          My very first Domination victory in Civ3.

          Started attacking Russia just before we got Mech Infantry. It went slowly, mostly due to the huge cities and the mountainous terrain. They didn't counter-attack much, but had lots of infantry in those cities. Still, it was only a matter of time.

          When that was done, we just got Synthetic Fivers, so our former ally - Germany - felt the wrath of Modern Armor (last time I saw this unit was about half a year ago ). I was thinking about keeping the alliance, but the others were too small for a Domination victory. So the Germans had to go. And they did.

          Then it was just two turns, filling spaces with Settlers, to get above the threshold of Domination. This happened in the year 1645 AD.

          A note about Washington. I built all three science wonders there (Copernicus Observatory, Newton's University, and SETI). At times, when research was up to 100%, it was making over 320 beakers a turn. That's in Fascism.


          Thoghts about Fascism:
          • Great free upkeep. After changing governments, no more paying for units, ever.
          • Great Workers. Even Slaves did a quick job out of land improvements.
          • SPHQ is cool, although I think it comes late, if you want to place it in conquered lands. A bonus, yes, but unimportant overall. The only good use would be for an Iron Works city, because you wouldn't have to "waste" the FP or do a palace jump for this purpose.
          • Reserach sucks. You need a huge, developed territory, and a good infrastructure to compete. This means you need to keep others at war, or risk getting thraashed, so it's definately a war-driven government.
          • Lots of cash for spy missions... not. Unfortunately, with the lower income, you'll need all the gold to do research.
          • Pop-rushing rocks for conquered territory, which is often both corrupt and food-rich, and needs a reduced population.
          • The Fascist xenophobia can be "cheated". First, pop-rush a city down to size 5, then pop-rush a Settler. City gets to size 3, builds Settler, and becomes almost pure-blood size 1, with basic infrastructure already rushed. A bit too effective, if you ask me.
          • AI used exclusively Communism when at war.
          • Had I stayed in Republic, I'd be perfectly alright doing the same conquests. And probably even better, if I consider the slowdown in research, Fascism has caused. The only visible difference is, I might have been forced to sign a peace treaty halfway through the Russian war (War Weariness).

          [EDIT: Oh, yeah. Panzers and F-15s officially SUCK. ]

          Below is a history of my AUmerican conquests, after switching to Fascism:
          Attached Files
          Last edited by Modo44; December 7, 2004, 04:49.
          Seriously. Kung freaking fu.

          Comment


          • #6
            Sid Level, 1430AD: Domination Defeat.

            The turn after I arose out of anarchy into Fascism, the Germans won a domination victory. I played that turn after my defeat was announced, and I took my first city, the greek city south-west of my civ. The lack of resistance was surprising, it was defended by maybe 7 or so infantry, most of which I knocked a hitpoint of with 8 or so artilary, and I then took the city at the expense of about 7 guerillas and 4 infantry. It was too late, however.

            I learnt quite a few things this game.

            - Planting spies is difficult, do it early, and whenever you're at war with a civ, take the opportunity to plant spies.

            - Often when you're behind in tech (as in, all the time on Sid) you can grab a tech from the most advanced civ and trade it down the chain. However, often you're not sure what techs rival civs have, as they may or may not have techs you do not have pre-reqs for. So when two civs seem to have equal techs, trade the tech to the civ with the least suspected advancement. For example, if I have tech X, civ A and civ B has tech Y, and I suspect civ B has tech Z, which requires Y, trade with civ A first for tech Y.
            Ways to suspect a civ has further techs: go to the espionage screen, see how much it costs to steal a tech. More advanced civs will have a higher steal cost.
            There's also the old tricks like looking at government type, military units "the best unit they have is X", city populations etc.

            - The Sid AI really doesn't seem that scary. I had no problem surviving it, I even took a city without too much trouble a turn after the game ended. If you ever get in trouble with one, just get the other AI's to gang bash it with alliances and mutual protection pacts. Thats in the industrial age, that is. In the ancient age, I didn't have an army to speak of, but giving in to tributes prevented any war.

            But the most important thing I learnt is the importance of the initial land grab. I feel getting a little more territory in the beginning could of made the difference. I might give this course another go, altering my strategy at the beginning. The first thing I build last time was a granary. This time I'm going to focus on scouts. And instead of exploring the continent, I'm only going to move them til I find my neighbours, and then use them as settler blockers. This will cost me in early tech trading, as the unit support will stop me gaining the money to buy techs to trade, but the extra city I feel will be well worth it. I didn't even have enough cities last game to build the forbidden palace.

            Anyway, time to start again. I'll be interested to see if the next game follows the same path, if the germans dominate their continent like before.
            Attached Files

            Comment


            • #7
              Again my apologies... I wrote this all up in DAR5 thread when I did not spot this one. It must have been the glass of wine I was drinking while I wrote. If interested in my puny stock Monarch win, please amble over there to look. I won by Conquest in 1822 a.d.

              Short version is: Change to Fascism somewhere around 1500. Cleaned out my continent while GAing from SGL induced Hoover. As soon as that was done, Dutch and then Russians declared. I turtled up and built. After peace, I stuck a town on an exposed area of tundra in the far south of the other continent. From there I took advantage of a new war between Dutch and Russians to roll up the Russians and then to turn on the Dutch.

              No drama or excitement after about 1750a.d.

              Comment


              • #8
                Emperor -- AU Mod

                After the switch to fascism, we pounded south with modern armor and arty, using the available armies as efficient killers. With few loses, the continent was ours in 1715 AD. We have now built a good tech lead, with the tech rate dramatically slowed globally. That gives us plenty of time for global conquest.

                More importantly, our bombing runs have kept Germany from building their UU and there is rough parity on the other continent. We can choose which of the 4 moderate powers to attack first or make a RoP agreement with one to keep the landing simple.
                Attached Files
                Illegitimi Non Carborundum

                Comment


                • #9
                  Finally there

                  Monarch - AU Mod

                  ..or why not to play for conquest victory on a P2 450.

                  having failed to finish recent courses, for a number of reasons, I decided to stick this one out (hard drive willing).

                  gets a bit depressing when i finally get a good clear run at it, kids asleep, wife out, at I play ten turns in FIVE hours.

                  through the final few turns I even found Shift-A for workers (the shame, the shame).

                  Just a quick summary:

                  Rex left an odd shaped country, with resources runs visible
                  [IMG]C:\My Documents\James\Au-latest\y-country.jpg[/IMG]
                  Last edited by JimiD; March 20, 2005, 07:39.

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                  • #10
                    Oops

                    Getting on well with everyone, trading around, tech leader etc, luxes for all, then..

                    Rome declares out of the blue!

                    I guess I was too greedy on some deals, and they could not keep up the repayments, but the went through one arm of the country, taking most of my worker force too.

                    I made MA etc, but had to (?) make peace ASAP, which wrecked my rep, but stopped the red advance. Smaller country now, with no way to claim those towns back.

                    [IMG]C:\My Documents\James\Au-latest\Snip.jpg[/IMG]

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                    • #11
                      And then

                      So, straight into Fasc, and a bit of a wriggle here and there, and out of the cocoon, and over the world:

                      [IMG]C:\My Documents\James\Au-latest\victory.jpg[/IMG]


                      (The abbreviated DAR..)
                      I'll gather my thoughts, and and my thoughts to the post game comments, have to hang a blind now.

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