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Old October 10, 2003, 23:35   #1
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The Immortal Storm
All right, as promised I am going to post an AAR I wrote for a game on MZO. I particularly enjoyed writing the AAR as I intended it to be an example for both Apolyton University and MZO Boot Camp of the way I like to write my AARs/DARs…not just a collection of what happened, but also why I did things the way I did. It contains a few tips and tricks as well that can hopefully help anyone lurking here who wants to improve their game a bit. This is by no means the only way to play this game, this is just the way I played it. There are several things I could have improved on as well, most notably in the late game when I got a little lazy because I was so close to the win.

Plus the game itself was fun because I like playing the Persians and I achieved a domination victory before 1000ad on a standard size map, before even getting out of the middle ages.

A few things about the game…it was set up by the scenario creator as a standard pangaea with 80% water, with a great deal of jungle in the starting location. All the civs but one were industrious civs and the theme is a goodbye to the industrious trait as we know it (since it appears the industrious trait will be toned down a bit in Conquests). It was set to monarch level, which isn’t my preferred difficulty (I like emperor), so that did play a part in the “relative” ease with which I played the game. I hope that doesn’t sound bad, but while I had a lot of fun playing the game, using “emperor tactics” on monarch level led to it being a little easier than I’m used to right now.

My hope with this AAR is, as stated above, to help out people who may just be lurking here to pick up their game or to see how others play Civilization 3. If anyone would like to comment on my game or provide any suggestions after I’m finished posting my AAR please feel free. I’m always looking to improve my own game too!

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Old October 10, 2003, 23:36   #2
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MZO Boot Camp V – Part 1

This game looked very interesting from the start. The Persians are one of my favorite civs to play with because of their good trait combo and those fun little Immortals. Before I even knew what the map would be like I had set a strategy of building warriors for upgrade to Immortals. That’s a winning strategy on many games if you have the iron for it.

4000bc – I began the game by moving off the hill to the northeast. Sometimes it is good to settle on a hill, but I wanted to have the eventual potential of using the hill when it is mined. There weren’t too many shielded grasslands around. As it turned out if I hadn’t made that move my whole game strategy would have been thrown off.

3950bc – Settle Persepolis and immediately begin researching pottery. I wasn’t sure yet what the map looked like so I wanted to keep my options open for a quick REXing strategy too.

3500bc – Contact with Germany. That was quick. Thanks Kon. :P In any case, they decide they won’t trade warrior code with me unless I give up everything I have. Ouch, masonry is a tad cheap these days.

3400bc – I finish up pottery and immediately check the Germans to see if they will trade now. Tip 1 - My best advice to anyone playing any games is check for trades often!! You can receive so many nice things, and it’s the best way to achieve tech parity on the higher levels with shrewdly timed trading. Anyway, I traded masonry and pottery for warrior code and 10 gold. Also this turn I discovered the Carthaginians and they were most amenable to trade. I gave them the farm for alphabet (warrior code, bronze working, 4gpt, and 20 gold) but it was worth it to be able to start on writing at a 10% tech rate. Because of my strategy I laid out beforehand, I was only researching at the minimum 40 turn pace to bank a lot of gold for upgrades.

3300bc – Contact with America but they have nothing to trade for.

3200bc – Contact with the Ottomans. Wow, there are a lot of nations very close to me right now. Perfect! That means my Immortal Storm won’t have to travel far. I start a little tech trade frenzy with the nations I know to catch everyone up in techs and net me 85 gold and ceremonial burial.

2390bc – Pasargadae founded. My original thought was to build a granary in Persepolis, but it wasn’t really worth it when I saw the two wheats and two silks about 4.5 spaces to the southeast. I wasn’t necessarily trying to go for RCP placement, but that particular ring was perfect for all my first few cities.

2190bc – My exploring warrior discovers a nice gift…a carthaginian settler with a warrior escort…and then it gets attacked by barbarians and reduced to one hp. Can you say settler bop?
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Old October 10, 2003, 23:37   #3
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MZO Boot Camp V – Part 2

2150bc – I begin the turn with another round of tech trading. Alphabet and 24 gold go to the Americans for the Wheel (which completes all my first round techs and shows me that horses are very close to me). The wheel, alphabet, and 40 gold go to the Ottomans for Mysticism, and Mysticism is traded to the Carthaginians for 40 gold. So once again I brought almost all my neighbors up to tech parity with me, and gained two techs for 24 gold. I can’t stress enough the power of trading. I never even bother to build the Great Library anymore because I love working these trades out so much.

Back to the settler bop. My warrior had moved close to the wounded warrior the last turn. This turn I declared war on the Carthaginians and attacked. Two nice little slaves for the taking. I soon set course back home with my warrior escort.

1950bc – The Carthaginians had managed to send another settler out and Leptis Magna was settled directly in my path home. To complicate matters there were a few barbs roaming about. I decided to take the chance and attack since the city was protected by another wounded warrior. Success…and Leptis Magna is autorazed. Between the settler bop and razing Leptis Magna I put a serious crimp in Hannibal’s plans, all with the one warrior I had set to exploring the upper Carthage area. By now Hannibal wanted peace and I gave it to him (for the price of 5 gold…all he had) before he was able to send more units after me. I wanted an Immortal Storm, not a warrior storm.

Also this turn I check my neighbors and discover they have iron working. Germany won’t trade, but America will for the price of Mysticism and 80 gold. Now I can find out where the closest iron is located and get a settler over there to set up for my Immortal Storm. And then I see that the iron is located on the hill right next to my capitol where my starting location was. If I had settled the capitol there I would have had to abandon it or cut a bunch of roads to be able to utilize my warrior upgrade strategy. My plans were THAT close to being thwarted by something that would be considered a boon if I hadn’t designed the strategy around NOT having iron to start.

1725bc – After a settler build in my capitol I start my mass warrior building in earnest. I had to cut the iron tile because I had already roaded and mined it before discovering iron working, but that’s not too bad of a trade off. My capitol has also already built a barracks so I was all set to pump out veteran warriors. I also discover writing this turn and start on a 40 turn research to Polytheism…a common gambit because the AI does not place a high priority on that tech so it’s excellent trade bait in most games.

1650 – Susa founded to the northeast near the wine tile. Cool…horses, iron, silks, and wines were all within my city radii now.

1625bc – Germans come calling and want contact with Carthage. I was going to give it to them to avoid war so early in my plans, but accidentally clicked no and they declared war on me. Oops. I check out the rest of my neighbors and find out that the Americans have contacted a few other civs. I trade writing to them for contact with France, Egypt, and 45 gold. In retrospect I probably could have found Egypt myself, but I didn’t do a whole lot of exploring. I wanted to keep most of my forces centralized with so many nations so close to me. After that trade I sold writing to the Ottomans for 100 gold.

1425bc – Arbela founded north of an iron hill…also within 4/4.5 tile RCP radius. It isn’t a very good city site when I settled it, but after a couple turns of jungle chopping it would become a good city site. In the meantime it had a few tiles to work while I got some jungles chopped. The Germans have still not sent any units after me so I call them up and they offer peace and give me 45 gold for it. No battles were even fought.

1250bc – The Ottomans come calling and demand 53 gold. There aren’t too many Ottoman forces around and I’m very close to the beginning of my Immortal Storm so I tell them no. For which they declare war. Perfect! The Americans also come calling for gold, but they don’t declare war on me.

More trading. I give writing and 35 gold to Egypt for a slave worker. This isn’t as much of an exploit as it used to be when buying workers was cheap…but it’s still worth the entire price when you can find a worker in the capitol city to buy.

1050bc – Antioch founded. The last 4/4.5 RCP city and it’s directly north of incense. Three luxuries now!

1000bc – A worker finishes reconnecting iron and I immediately upgrade 10 warriors to Immortals. The Immortal Storm beginneth.

975bc – On the way to Ottoman territory the Americans send some settler combos into my territory. Immortals vs. spearmen and warriors for 4 free slave workers. I’ll gladly enter a two front war for that. But alas it is not to be as the Americans retreat when I ask them to instead of declaring war on me. By the way (since I know Dominae would say something about it ) the temple in Persepolis was just a placeholder. It didn’t get built for a little while yet.
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Old October 10, 2003, 23:38   #4
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MZO Boot Camp V – Part 3

950bc – I attacked the invading Ottomans and entered my golden age. I’m not one of the players that avoids a despotic GA at all costs. If I can hold it off until a government change that is fine, but I was welcoming this one. My main three cities had many mined non-bonus grassland tiles ready and waiting for my golden age so I was able to make use of it building one and two turn warriors (after I once again cut my iron supply) for future upgrade while banking close to 40 gpt. The second wave of the Immortal Storm was building!

875bc – The Chinese contact me (probably gained it through the French or Germans) and offer horseback riding for 50 gold. I had no plans for upgrading chariots to horses yet so I went ahead and bought it. Istanbul builds the Oracle, the first great wonder built. My Immortal Storm captures the Ottoman city of Edrine…their only source of horses at this time. As most of my forces were wounded I decided to hold off an attack on Istanbul and asked for peace. In the past few turns the AI nations did some tech trading without me and a few civs had techs I didn’t. But that changed again when the Ottomans offered me peace, mathematics, map making and their territory map for 15 gold. I once again did some wheeling and dealing now that I had something to work with again and traded map making and 5 gold to Egypt for their world map and another slave worker. Mathematics went to China for their world map and 25 gold. I now not only held tech parity again, but I had a clear picture of most of the continent.

850bc – China builds the Pyramids. Bummer, but I haven’t made anything remotely resembling a stab at a wonder. If I had gotten a great leader I would have tried to build the Pyramids, but that is really the only ancient wonder I’d even bother with unless I’m alone on an island where I’d go for the Great Lighthouse. (i.e. BCIV). I’ve discovered recently that you really don’t need any wonders to succeed. They are very nice to have (especially ones like Leo’s and Smith’s), but I don’t go out of my way to get them, especially on higher difficulty levels.

730bc – Tarsus built between Susa and Edrine, both because it was halfway between the cities for extra protection, and it would eventually become a fair city site after some jungle chopping.

590bc – Gordium founded at a crappy site, but again it would become an excellent city after some jungle was out of the way. I discovered polytheism this turn and immediately checked out my trading options. Inexplicably, China was the tech leader at this point. Not for long though. They offered up philosophy, code of laws, their world map, and 130 gold for the rights to be the second to discover polytheism. I then traded some of the techs around to the other nations that had gold to bleed dry their coffers.
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Old October 10, 2003, 23:38   #5
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MZO Boot Camp V – Part 4

550bc – My golden age was just about to end. I had built many warriors for a planned attack on the Ottomans and Istanbul when Hannibal reared his ugly head again. Two warriors were passing through my lands returning to Carthage when one of them decided to attack my capitol (full of warriors!). They lost but plans changed. Carthage is going down this time!

490bc – I get my iron hooked back up and, flushed with cash from my 40 turn tech rates, I upgrade 25 warriors to Immortals. Immortal Storm round 2! Meanwhile some of my remaining Immortals from the first storm attack and capture Utica which was defended by a paltry lone Numidian.

On the trade front I discover that once again a few other nations have leaped ahead of me tech wise. So I trade polytheism, philosophy and my world map to the Americans for Construction.
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Old October 10, 2003, 23:39   #6
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MZO Boot Camp V – Part 5

490bc continued – And then I traded polytheism, philosophy, and silks to the Ottomans for currency. Just like that I entered the middle ages and received monotheism. Not my favorite tech with a non-religious civ, but not bad.
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Old October 10, 2003, 23:39   #7
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MZO Boot Camp V – Part 6

And just a quick look at my military advisor screen. Got to love it when you have 37 Immortals. You’ll also notice that I’m very light on workers right now. Thanks to receiving slaves from various sources I was actually ahead of most of my tile improvements at this time. Though I hadn’t yet gotten into a lot of jungle clearing at the fringes of each city, all of them had improved tiles to work. I decided that now that Immortal Storm part deux was off and running I’d devote some time to building workers and really get that jungle cleared. As it turned out I didn’t really need to build many though.
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Old October 10, 2003, 23:40   #8
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MZO Boot Camp V – Part 7

430bc – The Ottomans complete the Great Wall. It was a good thing I had decided to take on Carthage since I didn’t want to tangle with those walls and pikeman (yeah I know NM’s have the same defense, but Carthage was still weak from my earlier pickings and didn’t have any walls either). It was then that I hit my head and realized that the Ottomans had indeed entered the middle ages along with me a few turns ago. I called them up and sure enough they had Feudalism. They gave me that, 9 gold, and their world map for Monotheism. Side note: Every time I make a deal, I get the AI civ to throw in their world map. After the first time you see it it’s very cheap to tack on, but the information it can give you is very helpful. Just one more tactic to add to the success of trading with the AI. I also wind up giving Code of Laws to France for their world map and 10 gold. They were very technologically backward at this time and I wanted AI civs to research the Republic for me.

410bc – I destroy (by autoraze) the city of Hippo. I had only sent a few Immortals that way, preferring to send most of them off to Carthage. There was a slightly stiffer defense in Hippo than I expected, but I only lost one unit. Later in the turn I capture Carthage as well along with three more slave workers. I lost three Immortals, but several of the survivors, though wounded, got promoted to elites, which became very important soon. A settler/NM team got out of Carthage the turn before and I was also able to capture that this turn as well. To top it off I sold construction to the Germans for a worker, 2 gold and their world map. This sale was twofold as it would put them into the middle ages and I was hoping they would get engineering. They did get engineering, but then wouldn’t trade it to me, even for both of the other two 1st tier techs. So I continued 40 turn research of engineering, continuing to bank gold. I had another use in mind for all that gold. Oh, and the second part of the reason for that sale to the Germans was it gave me yet another slave worker for a grand total of 6 in that turn.

310bc – After a bit of healing in Carthage I starteded sending units out toward Leptis Minor to surround the city. I wanted the cultural borders to grow before I took the city so that I could keep it intact. I’ve heard many different views on this strategy, but the way I play is to try to keep most enemy cities intact and then occupy them. I don’t like building new settlers to settle enemy territory unless I have to. And really their remaining cities weren’t in all that bad a location. This brings me to another point though…starving cities. Whenever I capture a city I intend to keep, unless it is the last city that civ owns, I always starve the city down to size one by setting all non-resisting workers to taxmen. You have to switch them back every turn, but this not only starves the city quickly you get the free gold from it too. The point behind starving a city down to size one is that once you have more of your own citizens in the city then it’s native citizens then it is much less likely to culture flip or revolt back to it’s original status. I’ve had maybe two cities revolt back to their original owner after using this tactic in the past year or so of civ playing. Another part of that is getting some culture into the city immediately. Usually I will use temples for that, especially if I’m playing a religious civ, but I always have libraries be my first build in a captured city when I’m playing a scientific civ. I actually didn’t have literature at this time so I was starting temples, but literature came soon enough to switch over.

Back to the game, on this turn I struck gold! The city hadn’t increased its culture radius yet, but it did increase to size 2, which means it won’t autoraze when captured like Hippo did. One of my first battles against the forces in Leptis Minor was an elite Immortal and he created a great leader. I knew immediately what I was going to do with him. I wanted a second productive core in the old Carthage lands that would also service current (but soon to be mine) American lands. Carthage wasn’t quite in the center of the peninsula, but it was close enough so I immediately sent my leader to rush the forbidden palace. Back in Leptis Minor the rest of the turn didn’t go as well as I lost 4 Immortals taking the city, but I did gain 3 more slave workers.
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Old October 10, 2003, 23:41   #9
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MZO Boot Camp V – Part 8

270bc – Bactra founded south of the diamond mountain north of Persepolis. The Americans still hadn’t settled that so I felt it was time. I was also working on a temple in Edrine that would allow me to encompass a few of the dyes into my city radius. Once both those had occurred I would have 5 luxuries under my sway. Because of this I felt no need to build temples in my core cities yet (marketplaces were much more important). though a few did get built. Many luxuries and marketplaces make for no real need to build any of the happiness wonders until you get hospitals and huge cities.

190bc – Trade Monotheism to America for literature, 20 turns of ivory, their world map, and 20 gold. I don’t really like trading middle ages techs for ancient techs unless it’s one of the government techs, but this was another two part deal. I hadn’t finished off the Carthaginians yet and wanted some time after that to have some breathing room before taking out the Americans and this made them polite to me. My plans had definitely changed from my original intent of taking out the Ottomans to my current plan of securing the peninsula I was on. The second part of the deal was of course the ability to build libraries. All my newly captured cities quickly switched over and most of my core cities switched as well. I wasn’t quite ready to start researching techs myself (other than the 40 turns per I had been doing) but I wanted to get the groundwork laid for it, because that time was fast approaching.

130bc – Sidon Founded. The Americans had been very lax in REXing and left a huge space near Carthage perfect for a city. Not only was it very close to the forbidden palace, but it had a lot of forests around it to chop with all my new slave workers. I actually almost got another city between New York and Boston, but the turn before the settler was about to be built the American’s culture radius enveloped the area I was gunning for so I switched to something else.

110bc – Once again I surrounded a Carthaginian city waiting for it to grow it’s culture. Finally Theveste did and I took it the same turn. Hannibal was out of the game.
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Old October 10, 2003, 23:41   #10
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MZO Boot Camp V – Part 9

10ad – Chinese build the Great Lighthouse. I finally give up trying to get the Germans to trade me Engineering so I trade Monotheism to them for 60 gold, their world map, and yet another slave worker. I have so many of these things running around now that I stopped building regular workers.

90ad – More tech trading. I trade monotheism and feudalism to the Chinese for monarchy, 30 gold and their world map. Both of the middle ages techs were becoming well known by now so it cost both of them to buy the government. As it turned out I didn’t need to do that. I didn’t want the Chinese to become too dominant so I traded Feudalism to France for their world map and 40 gold, and to Egypt for their world map and 20 gold.

210ad – After several turns of preparing I declare war on the Americans. They were just kicking it in their territory so I couldn’t even pull out the trick of waiting until one crosses into my territory and getting them to declare war on me. So I bit the reputation bullet, though there was no unhappiness since I was still in despotism. I sent three different stacks, each comprised of six Immortals, one pikeman, and one catapult at three different American cities right away.

230ad – Capture Atlanta. The easiest American city as it was the farthest away and lightest defended…but it had 4 slave workers for me. Next I capture New York and it gives me 2 settlers (for 4 free workers) and 1 worker (what the heck were they doing with free settlers when there was plenty of open land north of Carthage until I settled it??). And finally I capture Philadelphia which gives me one more settler. All told I received 11 slave workers and captured 3 cities this turn with only one Immortal loss. The Americans had only been able to upgrade two pikemen and two medieval infantry, all of which died this turn before I captured their only iron city. It would only be a matter of time before the Americans were off the continent.

260ad – I discover that the Ottomans have researched the Republic. I hadn’t been too jazzed about becoming a monarchy after I finished off the Americans so this was perfect. The Ottomans wanted horses and iron in return for republic (remember I captured their only horse tile, and for some reason they have still never hooked up their only iron tile), but I didn’t want them getting that so I messed around until they accepted wines, silks, and 350 gold for the Republic. Also this turn I capture Boston and another settler for two more slave workers.

280ad – Capture Washington and the Colossus. Somewhat anticlimactic as they only had two spearmen inside. The capitol moved to Chicago on the very tip of the peninsula.

300ad – Capture Chicago and yet another settler for two more workers. It’s almost criminal the amount of settlers the Americans had sitting in their cities. They only had one city left far off to the west on an island north of Ottoman territory. I still haven’t built a single galley so I gave them peace for 5 gold. I had what I wanted…the peninsula was mine!

Start the revolution!!!

A quick look at the map shows my peninsula. I had enough slave workers now I could start chopping jungle in the swath separating me from Egypt and Germany. Speaking of those two civs, Egypt has a crappy start and only has four cities, while Germany got embroiled in a war with China and is down to three cities. Combine that with me taking out Carthage and reducing the Americans to one city and I think we’ve got the recipe for a domination victory in the works.
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Old October 10, 2003, 23:42   #11
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MZO Boot Camp V – Part 10

A quick look at my military situation. My native workers had doubled since the last look, but I still had so many slave workers that it wasn’t necessary to have more natives. I had also stopped building Immortals during the two wars (to start building more infrastructure) so their numbers were cut down too. But on the rise were the numbers of horsemen and catapults. No more Immortal Storms would be in the cards. But say hello to CavalRumble™!!
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Old October 10, 2003, 23:43   #12
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MZO Boot Camp V – Part 11

300ad – As noted in part 9 I started my revolution directly after peace with the Americans. I only had one turn to go to get Engineering, but that was accomplished with the use of a scientist (as was the rest of that particular research). I checked the advisor and my anarchy would last 8 turns! Oh well. During the anarchy I started moving most all my units toward my front against the Ottomans and Egyptians. With the entire peninsula mine I no longer had to worry about being attacked from all sides so I could concentrate my forces quite a bit more. I did however leave several horsemen and Immortals behind to serve as deterrents in case any future enemies decided to try to land on my territory (which did happen).

320ad – Chinese build the Great Library. They weren’t too far behind us, but they were already beginning to be the second most powerful civ on the continent (behind me of course). I planned on shooting straight for cavalry and ignoring the upper tech branch so I curtailed most tech trading to keep the Chinese from getting anything on the lower branch through my efforts. I did however want them to get to education quickly so the GL effects would go away.

380ad – Anarchy is over and I begin a bright new Republic. Thanks to my efforts at infrastructure in the cities around my core and my forbidden palace I ramped my tech research up to the point where I could research Invention in 7 turns while still making a minor profit (for future upgrades). I had close to 2000 gold banked from my 40 turn researches and I hoped to be the first one to get Leo’s for the cheap upgrades. To that end I started a pre-build in Carthage (tied for most shields per turn with Persepolis) for Leo’s.

440ad – Ottoman’s complete Sun Tzu’s. I wasn’t really pursuing it anyway, but it will be nice to have when I’m ready to take it away from them.

450ad – Chinese complete Hanging Gardens. A totally useless wonder for me with now six luxuries under my sway. I also traded republic to France for 20 gold and their world map, and monarchy to Egypt for 30 gold and their world map. Both these civs were fairly backward technologically and I figured I might as well get some gold out of them before someone else does.

490ad – I discover that both the Chinese and Ottomans have Theology. Good, one more step to education and the end of the Great Library. I don’t want to give either one Invention so I end up trading silks, gems, wines, and 19gpt to the Ottoman’s for the tech. I thought about waiting a while, but then decided to trade it around to hopefully have someone get Education. I only ended up trading it to Germany for 110 gold and their world map, but having the tech did come in handy later on. Meanwhile I was breezing through the lower tech tree.

510ad – Most of my Immortals are just sitting around at this point and my huge workforce is almost finished with all the tasks I have for it. So I start setting my sights on more conquest before knights, etc. take the field. The Ottomans and Chinese have too many units for just my Immortals to take on and I don’t want to risk any of my growing force of horsemen so that leaves me with Egypt and Germany. I’m hoping Germany will help the tech path to Education so Egypt is the lucky winner. I declare war on them and move three separate stacks down into their territory. They only have four cities so the happiness hit in Republic won’t be too bad before the end of the war, and I have six luxuries and many marketplaces anyway.

A look at the map. Egypt hasn’t been too diligent in clearing jungle. I’ll have to rectify that.
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Old October 10, 2003, 23:43   #13
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MZO Boot Camp V – Part 12

520ad – Capture Heliopolis with no casualties. It was the closest city to my border. I start moving the work force in. Meanwhile my horse and catapult engine is churning.

530ad – Capture Elephantine and two workers. But again I strike gold as I get a leader from one of my many elite Immortals. Carthage has been building Leo’s for awhile, but I would get to Metallurgy and Military Tradition before it would finish. I’m not a huge fan of armies (especially this early in the game) so the choice was simple. This new leader would rush Leo’s in Gordium and Carthage would switch over to the Sistine Chapel. Now I was glad I paid the money and luxuries for Theology.
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Old October 10, 2003, 23:44   #14
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MZO Boot Camp V – Part 13

540ad – Capture Memphis along with 2 settlers for 4 more slave workers. It amazes me the amount of settlers I’ve caught, but both the Americans and Egyptians were outREXed so they had extras just sitting around. Along with Memphis I also picked up my 7th luxury. My people are very, very happy, and still I haven’t built hardly any happiness improvements. I’ll be getting a happiness wonder (Sistine) simply because I got an extra great leader and don’t like armies, but I probably won’t be building too many cathedrals. I just hate to waste all the shields I put into the Leo’s build in Carthage so I might as well keep it away from the other nations.

560ad – Capture Thebes and another settler for 2 more slave workers. Wow that was a real tough nation to beat. It took me five turns and most of that was because I had to slog through their territory. I think I only lost two Immortals in the entire campaign since they were fighting regular spearmen.

After the end of the war I started consolidating my forces again to spread them out across the new front. I now held borders with all four of the remaining civs (the Americans don’t count since they are still stuck with one city on an island). I also spent some gold rush building libraries. I wanted to get my culture borders up to the 2nd level quickly and didn’t want to spend 40 turns for each city. Shields are always more precious than gold, especially in fringe cities. If I hadn’t had Leo’s I might not have done that with a bunch of cavalry upgrades to make, but like I said before great wonders are nice to have. Just not always necessary.
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Old October 10, 2003, 23:45   #15
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MZO Boot Camp V – Part 14

570ad – Chemistry is completed and I start on Metallurgy. No one has gotten any farther in tech than Invention. Education and Chivalry still have not been discovered by anyone.

630ad – The Chinese send a few units my way. Hmm, think they’re going to attack me?
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Old October 10, 2003, 23:45   #16
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MZO Boot Camp V – Part 15

It’s kind of stupid. Not only do I have all those units I also have cannon and cavalry upgrades coming quickly. They have to slog through the jungle just to get to me. I have roads and can easily defend myself despite my lack of dedicated defenders. Whenever the AI attacks the human in their own territory the human player ALWAYS has the advantage. In the case of the enemy having to slog through movement reducing jungle terrain, if you set it up the right way and you’ll never even have to use a defending unit. My 4-attack Immortals, moving on roads, can make mincemeat out of their 2-defense medieval infantry before they even get close to my cities.
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Old October 10, 2003, 23:46   #17
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MZO Boot Camp V – Part 16

Yep, they’re stupid!
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Old October 10, 2003, 23:47   #18
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MZO Boot Camp V – Part 17

650ad – One of the keys to a good defensive campaign is having a barracks nearby to quickly get your troops healthy again. Since Thebes was the area the Chinese chose to attack and I didn’t have a barracks there yet I rushed one. Also on this turn I did a massive upgrade of my cannons as I had finished research on metallurgy. My cannons started moving toward the Chinese front where they’d take their toll. I’ve heard a lot of people complain about bombard units not being worth it, but I’ve always thought that they are well worth it. A stack of 20 cannons is going to do a lot of damage to invading units. And they can eventually be upgraded to artillery, my personal favorite bombard unit.

710ad – After roughly 15 Chinese units have met their death at my hands (with only the loss of one musketman because I moved him the wrong direction), I’ve now discovered Military Tradition. I immediately used all my remaining gold to upgrade 30 of the 41 horses I have. The rest of the world has not discovered Gunpowder or Chivalry yet so my freshly minted cavalry won’t be facing knights or musketmen yet (or Chinese Riders since they are my first target). Can you say slaughter?

Here’s a view of my military at current time in the game. As you can see I’m very light on pure defensive units right now, but I don’t expect to really need them for a while. The musketmen I do have will accompany cannon stacks while new musketmen are being built in the core. I don’t plan on building any more Immortals, so the ones I have will be along for the ride and the occasional elite battle. My native work force also has not changed at all since the last picture. My slave force is somewhere in the neighborhood of 35-40 and much of the jungle in old Egypt is gone already.
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Old October 10, 2003, 23:48   #19
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MZO Boot Camp V – Part 18

740ad – Complete Sistine Chapel. It was completely worthless for me after rushing Leo’s, but I didn’t want to waste all those shields from my prebuild and it was the only wonder available. I was just starting on the upper tier techs where Smith’s, etc. were located.

After a bit of cavalry relocation, my CavalRumble™ officially started. About 25 of my newly minted cavalry invaded Chinese space from the side, rather than going through the jungle like the Chinese were. The city of Tatung, which had been a staging ground for them, was captured along with five workers. Unfortunately I started suffering from some horrible RNG luck and several of my cavs were wounded, which made going after the next city a little more difficult.

750ad – Complete research on education intending to trade it so that the Chinese will receive it and no longer have the free techs from the Great Library. But I find that one or the other of the Ottomans and Chinese apparently finished it the turn before and traded it to the other for another new tech, chivalry. Oh well, no more Great Library, which meant all of my lower path military techs were safe now. Safe meaning I could trade them without the Chinese getting it for free. As it ended up though I didn’t do much more tech trading in the game.

760ad – Capture the city of Tientsin after heavy fighting and many losses. The Chinese had a LOT of units in and around the city and my score of cannons weren’t touching them. Meanwhile they were wounding my cavalry heavily with attacks from medieval infantry and a few Riders. The retreat capability was all that stood in the way of several of my cavs dying outright. By the end of the turn all but three of my 25 cavalry were wounded and 5 of those were dead. With so many of my forces wounded and Chinese Riders coming online I decided to call a halt to the war and gave peace to the Chinese for 23gpt, 135 gold, and their world map. The only tech they had was chivalry, which I had no use for, and they wouldn’t give up a city so I took as much cash as possible. I also traded them wines and incense for 18gpt and 9 gold, the rest of their cash flow. I dialed up the rest of the civs to see if anyone else could buy some luxuries from me since I had an abundance of them. I gave wines to the Ottomans for 1gpt, 90 gold, and their world map, and dyes to France for 50 gold and their world map.

770ad – I had already made the decision to finish this game with a domination win, and I really wanted to do it as quickly as possible. I’ve never had a domination win this early on a standard map at monarch and above before, and I was anxious to get it done before 1000ad. So to that end I decided to pick on civs weaker than China (who was by far the strongest of the AI civs) and set my sights on Germany. With eight healthy cavalry, their three cities wouldn’t last too long. On this turn I took Frankfurt with two cavs, capturing another worker as well.

780ad – Capture Berlin. Quite easy as they had moved their lone pikeman outside the turn before to head toward Frankfurt. All I had to face were two spearmen.

800ad – Capture Konigsberg and obliterate the Germans. The only unfortunate part of this was that the Chinese were able to slip a city in where the old German culture borders were before I could get one in. I was tempted to take it, but decided again not to mess with Chinese Riders if I was going to win this game before 1000ad.
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Old October 10, 2003, 23:49   #20
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MZO Boot Camp V – Part 19

810ad – My next target is in sight…the Ottomans. My newly healed cavalry, and most of my cannons and Immortals started moving up to Edrine, just adjacent to the Ottoman capitol. A small trade also occurred and I traded gems and spices to China for 13gpt, 45 gold, and their world map. I would need more gold to be able to rush libraries in my newly acquired cities to push the culture radius out for more tiles under my sway for domination.

850ad – Discover China has astronomy but hasn’t traded it yet, so I quickly trade it to the Ottomans (the only civ that has any gold or gpt) for chivalry, 40 gold, and their world map.

860ad – The city of Tyre is founded between Berlin and Konigsberg. The Chinese had already settled a new city where I had intended it to be, but rushing a library caused Tyre to eat into the Chinese inner radius in a few turns. Yep, Dominae it finally happened to me. I think the key is to have more culture than the other city to eat it’s inner ring, since when I settled Tyre it didn’t take it immediately.

On the war front, my invasion force was finally ready in Edrine so I declared war on the Ottomans (yes, ending a 20 turn deal I’d made, but that wasn’t really a concern anymore). I captured Istanbul quickly, despite its Great Wall, and gained Sun Tzu’s Academy in the process. Now I’d have no need to rush any barracks at the front like I did in Egypt a while back. Soon after I also captured Uskudar, which was also close to Edrine. All of this was accomplished by cavalry so that I was able to move my slow movers deeper into Ottoman territory as quickly as possible.

870ad – Capture Iznik, along with a catapult and a settler, on the peninsula near the remaining American island. Again with cavalry only so that my slow movers could get closer to the new capitol and size 12 city Bursa. By now slave workers weren’t much use to me as I was blazing quickly through Ottoman territory. Throughout the few turns I spent fighting Ottomans I only fought one knight and two horsemen. By taking Edrine early on in the game I denied the Ottomans horses and the only reason they had those three must have been a deal with France who had several extra horses. Unlike in China, the Ottoman lands were set up to allow me to pick and choose my battles better. The Ottomans, who also didn’t have iron through much of the game, had only a few pikemen and a few medieval infantry. I even fought one warrior when taking Istanbul.

900ad – After a few turns of cannon bombing, this time bombing that worked, Bursa fell to the Immortals that were part of my Stack of Doom. I deliberately used Immortals instead of cavalry, because in that same turn I was able to use the new road movement through Bursa to capture Antalya and Aydin on the coast, as well as sending eight cavalry toward the last remaining Ottoman city. Also, during the fighting in Bursa I received my third and last great leader. I didn’t really have much for him to do, but I had just researched economics so I could rush Smith’s to free up more gold. It wasn’t really necessary at this point, but I suppose I still have certain builderish tendencies and not using a great leader for one of the better wonders in the game struck me as wrong somehow.

910ad – Another spate of bad RNG luck occurred. My first two cavalry ran into musketmen and made short work of both. But the one lone remaining pikeman in the city successfully killed four of my cavalry (none retreated) before the fifth finished him off!!! I killed the remaining settler that the Ottomans had sent out from the city with my last cavalry and the Ottomans were finished.
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Old October 10, 2003, 23:49   #21
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MZO Boot Camp V – Part 20

930ad – I spent the next two turns rushing libraries, healing my units and getting as many cavalry as I could ready to attack France. I only had a few turns left before 1000ad so I basically left my Chinese border open with only a few defenders and sent everything else toward my borders with France. I declared war on them and captured both Lyone and Tours on the same turn. I knew I was very close to the domination limit by now (from the mapstat utility), but I wasn’t quite there so I continued to press on as well as setting a few cavalry in the cities to act as resister suppressants. I didn’t want to annihilate the city population as I needed it for the population part of a domination win. I took a chance that the cities with big populations wouldn’t revolt on me before I had achieved the domination win.

940ad – With my remaining attackers I captured Paris and Chartres and started to settle in. Most of my forces were damaged by now since I didn’t bother bombing any of the cities down before attacking them.

970ad – I made peace with France on this turn before they could send a large force back into my newly acquired territory.

990ad –A few culture radiuses expanded from my last round of library rushing, and my domination victory is complete…one turn before my goal of 1000ad!!
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Old October 10, 2003, 23:50   #22
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MZO Boot Camp V – Part 21

The score at the end…5442. The power graph looks much the same as the score graph.
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Old October 10, 2003, 23:51   #23
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MZO Boot Camp V – Part 22

And a look back at my forces the turn before victory. As you can see I never really built more defenders. This was a completely offensive game. Throughout the game I did whatever I could to set up favorable matchups with my attackers taking out their attackers first. The only place it didn’t really work was when I was taking the two cities in China, and that was mainly because they had a horde of units to throw at me. If they hadn’t thrown all those units at me at the same time (and I didn’t suffer some bad RNG such as a simple archer taking my cavalry down to one hp before it retreated) then the Chinese offensive would have been much smoother and I wouldn’t have had to give them peace so quickly. If you take a look at my Immortals and remember one of my earlier military advisor posts, you’ll see that I only lost 17 Immortals from the time I started my war on Carthage. I never built another Immortal, but they were verrrry useful throughout. Not only were they great when I was defending China’s treacherous attack right before my CavalRumble™ came online, using them to take Bursa and freeing up my cavalry to take out two of the remaining Ottoman cities and get close to the last saved me a few turns of play.
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Old October 10, 2003, 23:52   #24
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MZO Boot Camp V – Part 23

And last but not least, the save on the turn before my victory. Just press enter and let it go through a few build queues before the last city radius expands.
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Old October 11, 2003, 01:30   #25
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I love it. Damn fine stuff, Rhothy. Nothing beats that ultra-early autoraze of what would otherwise be a powerhouse city.
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Old October 11, 2003, 02:10   #26
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I will have to read this soon as it looks like another heroic effort.
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Old October 11, 2003, 16:07   #27
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Quote:
Originally posted by vmxa1
I will have to read this soon as it looks like another heroic effort.
It is...!

Great Job Rhoth. Unless someone comes up with a better AAR, you are sure gonna get my vote for the Shakespeare Award!

BTW, if people are interested in playing that game, you can find the MZO Boot Camp here. It's a monthly game based mostly on learning that hands out awards for best palyed games, best AAR, best defeat strongest economy and a bunch of other stuff....

Come take a look!

--Kon--
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Old October 11, 2003, 19:13   #28
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I have read through part 6 so far. I like the style you used for the AAR.

Ok I am editing this to update my book marker. Part 9 finished.
Finished 18, one more pass should do it.

Last edited by vmxa1; October 12, 2003 at 17:37.
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Old October 12, 2003, 03:10   #29
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I don't have the patience for writing AARs of this magnitude so my hat's off to Rhoth for a WONDERDFUL job. Try an epic.
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Old October 12, 2003, 05:38   #30
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Looks like a great game, indeed.
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