OK, here is a revised game report. Any other changes?
"Civ2 Democracy Game #3
The Apolyton Imperium has successfully defeated the other Civs of the world to spread its color across the map into the least niche. We placed severe restrictions upon ourselves in this challenge: Build no Wonders, conduct no trade by Caravans, no ICS, raging Barbs, civs re-spawning, bloodlust victory. And while we did not forbid ourselves it, we got through without Republic, Democracy, or Communism.
In addition, we desired a land map so that we could not use naval warfare (the super-Ironclad strategy having been so successful in the previous game). Atomant provided a map he promised would be both land-only and challenging, and his map lived up to that promise; it was truly unusual and unique! We were never sure what sort of terrain was just over the horizon, and much of it was really difficult to deal with.
We were stuck in Despotism until 725 BC. Our starting position was nearly “specials-free”, and those available were on fields of tundra and ice (even near the equator – it was a strange map). With paltry resources, we decided to focus of huts for our science advancements. By the time we were trying to get Monarchy, our science rate was 43 turns even at 60% science. This delay made it very difficult to accumulate gold and techs, and we were well behind the other civs. When Republic became available, we had far too many units to accommodate the shield-support demands. Those were troubled times indeed!
The fist civ we seriously attacked were the Japanese. We discovered then NW of our area, and decided to attack from an unexpected direction. Getting north of them with Legions, Archers, and Horsemen, we came down upon their closest city by surprise and in force, setting the pattern for the rest of our efforts (choose a target, obtain tactical superiority, and strike hard). We carefully took advantage of Mountains and rivers, and Osaka was ours. The Japanese only had a few cities, but they were tricky about it. They even managed to build one in our own territory. It took some effort to eliminate them.
At the earlier times, the Romans were difficult to defeat with their Legions on defensive city-sites. After that, we faced the Americans based on a huge river delta where every square for a 15 x 6 grid was river! Their production and trade was considerable and we had to bribe and beat our way through every city at great cost. Plus, the Americans had destroyed a civ on their own and were well-dispersed across the map. Just finding all their cities was a major effort!
The Greeks had been agressively at our cities from the start, but they were numerous and militaristic. We decided to protect our border against them and delay their destruction until later. Still, we had to face constant sorties into our core territory for a long time until we could build a wall of defensive positions to prevent encroachment. As it turned out, the Greeks (our nearest enemies) were the last to go.
The Russians (respawned from the Apolyton Imperium-defeated Romans) were no problem, but the Zulus (repawned from the Japanese) took some time to defeat after our costly battles with the Romans and Americans. We had barely gotten our Railroad network into construction, so we had laborious land movements of Cannons, Riflemen, and Diplomats through Forests and Hills. There were some real tactical set-battles in that campaign, trying to get one-move units to engage the Zulu cities without exposing ourselves to significant damage from city defenders when we were adjacent to the cities. At the same time, the Germans were sending units into the Zulu Front to harrass and destroy our units from behind.
About the time we destroyed the Zulus, our Railroad network construction began to go into full swing with dozens of Engineers in action at many locations, and we were able to extend RR and Insta-forts right up to enemy city gates!
From the Zululand, we were able to get at the Germans finally, and we went through them with hosts of Diplomats to take down City Walls and Cannons and Cavalry to beat them down when we ran low on Diplomats. It was a bloody campaign, but we eliminated the Germans finally in 1853 and we had an army of 81 Diplomats, 57 Cavalry, and 47 Cannon left to remove the heathen Greeks from our Fundamentalist world! And more of each were being built in our cities all the time.
The Greeks had 22 cities left in their annoying democratic civilization. With no bribing possible, we went at them hammer and tong, straight-on mano y mano. The result was bloody and satisfactory. The Greek civilization went down fighting, but they went down. We had 110+ cities by that time ( not ICS, just mostly capture and logical settlements for specials or transportation reasons), they had 22 cities; the end result was never in doubt.
Given the restrictions, Fundamentalism turned out best for us. We developed a strategy of celebrating “We Love the High Priest Day” in most of our cities and watched the tithes come rolling in. We bribed many cities before the other civs learned to switch to Democracy. When we could no longer bribe, we attacked with Cavalry, Cannons, and Diplomats (almost every city we attacked had Walls). We beat many of the Walls down, and we sabotaged other city’s Walls with waves of Diplomats. The international Railroad system we constructed with armies of Engineers became essential to our victory.
The “Chosen Ones” of the Apolyton Imperium Fundamentalist civilization rule all the land and all of the people! Peace and conformity have been extended to all everywhere and such shall be all the days to come.
Notable events of the game:
1. Xinning intensely in Fundamentalism to improve our meager science rate.
2. Converting massive happiness into gold after taking Mike's Chapel as a Fundamentalist government. The immense amounts of gold allowed great city-bribing and unit-rushing.
3. Moving our capital to the captured city holding Mike's Chapel even though that city was on the front line of battle. This protected us from counter-bribery by the Germans who were cash-rich.
4. We conquered the other civs after that by producing 50-90 each Cavalry, Engineers, and Diplomats, with which we constructed rapid RRs, bribed cities, and overran unbribable cities.
We are now planning Civ2 Demo Game #4 and considering changes to our previous style of game management. New participants are welcome!"
"Civ2 Democracy Game #3
The Apolyton Imperium has successfully defeated the other Civs of the world to spread its color across the map into the least niche. We placed severe restrictions upon ourselves in this challenge: Build no Wonders, conduct no trade by Caravans, no ICS, raging Barbs, civs re-spawning, bloodlust victory. And while we did not forbid ourselves it, we got through without Republic, Democracy, or Communism.
In addition, we desired a land map so that we could not use naval warfare (the super-Ironclad strategy having been so successful in the previous game). Atomant provided a map he promised would be both land-only and challenging, and his map lived up to that promise; it was truly unusual and unique! We were never sure what sort of terrain was just over the horizon, and much of it was really difficult to deal with.
We were stuck in Despotism until 725 BC. Our starting position was nearly “specials-free”, and those available were on fields of tundra and ice (even near the equator – it was a strange map). With paltry resources, we decided to focus of huts for our science advancements. By the time we were trying to get Monarchy, our science rate was 43 turns even at 60% science. This delay made it very difficult to accumulate gold and techs, and we were well behind the other civs. When Republic became available, we had far too many units to accommodate the shield-support demands. Those were troubled times indeed!
The fist civ we seriously attacked were the Japanese. We discovered then NW of our area, and decided to attack from an unexpected direction. Getting north of them with Legions, Archers, and Horsemen, we came down upon their closest city by surprise and in force, setting the pattern for the rest of our efforts (choose a target, obtain tactical superiority, and strike hard). We carefully took advantage of Mountains and rivers, and Osaka was ours. The Japanese only had a few cities, but they were tricky about it. They even managed to build one in our own territory. It took some effort to eliminate them.
At the earlier times, the Romans were difficult to defeat with their Legions on defensive city-sites. After that, we faced the Americans based on a huge river delta where every square for a 15 x 6 grid was river! Their production and trade was considerable and we had to bribe and beat our way through every city at great cost. Plus, the Americans had destroyed a civ on their own and were well-dispersed across the map. Just finding all their cities was a major effort!
The Greeks had been agressively at our cities from the start, but they were numerous and militaristic. We decided to protect our border against them and delay their destruction until later. Still, we had to face constant sorties into our core territory for a long time until we could build a wall of defensive positions to prevent encroachment. As it turned out, the Greeks (our nearest enemies) were the last to go.
The Russians (respawned from the Apolyton Imperium-defeated Romans) were no problem, but the Zulus (repawned from the Japanese) took some time to defeat after our costly battles with the Romans and Americans. We had barely gotten our Railroad network into construction, so we had laborious land movements of Cannons, Riflemen, and Diplomats through Forests and Hills. There were some real tactical set-battles in that campaign, trying to get one-move units to engage the Zulu cities without exposing ourselves to significant damage from city defenders when we were adjacent to the cities. At the same time, the Germans were sending units into the Zulu Front to harrass and destroy our units from behind.
About the time we destroyed the Zulus, our Railroad network construction began to go into full swing with dozens of Engineers in action at many locations, and we were able to extend RR and Insta-forts right up to enemy city gates!
From the Zululand, we were able to get at the Germans finally, and we went through them with hosts of Diplomats to take down City Walls and Cannons and Cavalry to beat them down when we ran low on Diplomats. It was a bloody campaign, but we eliminated the Germans finally in 1853 and we had an army of 81 Diplomats, 57 Cavalry, and 47 Cannon left to remove the heathen Greeks from our Fundamentalist world! And more of each were being built in our cities all the time.
The Greeks had 22 cities left in their annoying democratic civilization. With no bribing possible, we went at them hammer and tong, straight-on mano y mano. The result was bloody and satisfactory. The Greek civilization went down fighting, but they went down. We had 110+ cities by that time ( not ICS, just mostly capture and logical settlements for specials or transportation reasons), they had 22 cities; the end result was never in doubt.
Given the restrictions, Fundamentalism turned out best for us. We developed a strategy of celebrating “We Love the High Priest Day” in most of our cities and watched the tithes come rolling in. We bribed many cities before the other civs learned to switch to Democracy. When we could no longer bribe, we attacked with Cavalry, Cannons, and Diplomats (almost every city we attacked had Walls). We beat many of the Walls down, and we sabotaged other city’s Walls with waves of Diplomats. The international Railroad system we constructed with armies of Engineers became essential to our victory.
The “Chosen Ones” of the Apolyton Imperium Fundamentalist civilization rule all the land and all of the people! Peace and conformity have been extended to all everywhere and such shall be all the days to come.
Notable events of the game:
1. Xinning intensely in Fundamentalism to improve our meager science rate.
2. Converting massive happiness into gold after taking Mike's Chapel as a Fundamentalist government. The immense amounts of gold allowed great city-bribing and unit-rushing.
3. Moving our capital to the captured city holding Mike's Chapel even though that city was on the front line of battle. This protected us from counter-bribery by the Germans who were cash-rich.
4. We conquered the other civs after that by producing 50-90 each Cavalry, Engineers, and Diplomats, with which we constructed rapid RRs, bribed cities, and overran unbribable cities.
We are now planning Civ2 Demo Game #4 and considering changes to our previous style of game management. New participants are welcome!"
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