Ruined Megapolis Multiplayer AAR - [Concluded]

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seiSetill
Posts: 24
Joined: Mon Jun 08, 2020 9:53 am

RE: Ruined Megapolis Multiplayer AAR

Post by seiSetill »

Nice job with the AAR. I'll be watching the play through. I'd love to get into a multiplayer game soon.

What difficulty are you playing on? Are you going fully-coop, semi-coop, or competitive? My apologies if I missed this during the videos.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Normal difficulty. It's competitive play so we are all trying to grab as much as possible before player-wars start.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 11

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End of Turn

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Nomads! Bah.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 12

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End of Turn

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A bunch of messy attacks cost us dearly but I do eventually remember to upgrade my troops to versions with combat armor.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 13

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More expansion and Nomad problems. The Bolton's in the south have claimed their third city and I ruminate on potential future plans.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 14

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Turn fourteen. A good turn for mass death of the Nomad and Raider menaces and I move onto the doorstep of my next conquest target.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 15

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Turn fourteen. A good turn for mass death of the Nomad and Raider menaces and I move onto the doorstep of my next conquest target.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 16

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Turn sixteen. Still in somewhat of a lull as we advance on two minor cities and try to keep the Nomad menace on the backfoot. Right now the issues are logistical due to the large distances full of jungle we are having to cover to get anywhere.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 17

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Turn seventeen. Still quiet, we are waiting for logistics to come online, to finish our city conquests. Turn 19 is agreed for our attack on the Major AI with Not the Federation.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 18

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Turn eighteen. We conquer the city of Odessa from some farmers and close on our other target. We also stockpile industry in preparation for raising more units to assault the Major AI with.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 19

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Turn nineteen. This is a bad one for me to say the least, Rebels cut off all our supply lines and take our second city from us. Ugh. Elsewhere we advance on our fourth target city but supply issues are likely to leave most of our troops starving to death pretty soon.

Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 20

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Turn 20. Our empire contiues to fall to bits because of rebel issues but we will hopefully be able to come back from it. Not the Federation declares war on the ai and we follow suit to grab what territory we can. It's certainly a rough time to be me unfortunately. I also forgot to screenshot the map at end of turn.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 21

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Turn 21: We are still in recovery from the rebel uprisings and trying to put our territory back together but we recover Liberty City and take Darwin which gives us our four core cities. To the west Not the Federation advances steadily agains the Major AI without our help.

Apologies for the sound quality for this turn, something appears to be off with my acoustics or the ingame sound levels.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 22

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Turn 22: Recovery from the rebel episode is basically complete but we are short leaders and many of our current ones despise us because of the egoism era. This is pretty rough but we should be able to pull through and look to the future and the first player v player conflict. I even remember to increase recruitment.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 23

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Turn 23, we return after a brief hiatus caused by a player going awol. Now we have a sub things are back in motion. The egoism zeitgeist has left my empire in a sorry state, another rebellion kicks off this turn and we are unable to recruit replacement leaders because our interior council leader was one of the rebels.

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Second place isn't bad though!

Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 24

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Turn 24, Having missed some fresh rebels last turn EVEN MORE spawn this turn. Bloody Egoism Zeitgeist. Luckily they dont occupy and destroy my supply depo under construction in the west and we can hopefully clear them off the road in a turn or two.

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Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 25

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Turn 25, Bloodfort takes two cities and balloons to a third of the world's population by himself so he's looking like a pretty strong contender to run away with the victory. We expand our borders somewhat and rescue the cut off MIlitia unit in our southwest but overall we are still behind in the expansion race. Time to do some diplomacy I guess, Bloodfort is going to win the game unless we manage to do something about it.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 26

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Turn 26, nothing too dramatic this turn as we continue tto edge outwards and our personnel deficit is finally solved. I do a look around and check the tech of our foes and it's not loking pretty. We have fallen quite far behind on some crucial tech.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 27

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Turn 27. Again a fairly slow one. In the background there is some diplomacy bubbling away in advance of the first player wars which now all the minors are almost gone should be kicking off soon.
Saros
Posts: 454
Joined: Sat Dec 18, 2010 6:18 am

RE: Ruined Megapolis Multiplayer AAR

Post by Saros »

Ruined Megapolis Turn 28

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Turn 28, another fairly slow turn as we continue to push out our borders and invest heavily in increasing our industrial production. In the background there is some diplomacy bubbling away with what appears to be a general agreement that *something* needs to be done about Bloodfort but nobody wants to be the ones to put their empire on the line.
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