SGOTM 12 - Plastic Ducks

GA:
To bulb him on Computers we need to get DR and Democracy first... as that's not going to happen just settle him in Moscow, that will give the best output overall.
 
Will play soon, however every turn takes long time, managing ~100 units and 44 city screens. So expect report late tonight.
 
Game log

Don't bother to copy!

Game Report


After triggering GA and hiring load of scientists, our BPT already exceed 9K.:D

Spoiler :


By null at 2010-12-12


With merely 2 bombers, our Cossack already have a decent winning odd! The only loss during the war is a mace at >95% odd. Made a mistake in the war, thought that I could use fort the cross the land again, however it turned out the transport could not pass. Otherwise the war with Gandhi should be ended in the last turn.:sad:

Spoiler :




This again proved that GP with small born odd like to come,:rolleyes: settled.

Spoiler :




Milestone of over 10K BPT!:king:

Spoiler :




With merely 4 turns of war, WW started to hit our empire (we killed too many units in short time), have to use culture slider to keep our core cities functional, anyway our beaker output is more than enough. Apollo was done as planned.

Spoiler :




Computer requires Plastics, so tech order changed slightly. We start SS parts across the empire. SS Docking bay is also a big part so I assign Sam to build it, you need to find another city for casting.

Spoiler :




A 4 galleon stack is on the way to Old Russian, Also the SOD in Xian is more than enough for English.

Note:
A worker on the Rice in Moscow is idle. And a settler is ready in north pole.

It's all yours now!:D
 
Very well done!

I will change most specialists to Merchants to free up more cities to build stuff instead of wealth.
We already have enough research to get 1 tech at 0% so yea :D

Techs: Composites>Fiber>Fission>Fusion
(wanna get started on the Casings ASAP)

Since we must be at peace with the AI once we win the game, I am really not convinced I want to take the last Gandhi city. As a result, I'll move the workers S immediately and SF the culture covered by his Madras (that's 1 tile and 2 more in case he gets a border pop).
If need be, raise culture slider to avoid too many unproductive citizens.

However I am certain I want to give an ice city to Churchill to take out all of his cities for our own.
War with Churchill needs to be launched as soon as the ice city is in place. Hopefully, he'll move his SoD back to somewhere it's easier to hit.
Should we consider an Amphibious attack on London to raze SoZ? It's a nice city but I'd rather not have to deal with the WW too much. Bombers can reach London from a fort south of Tours.
I need a clear plan for war on Churchill, will look at this carefully tonight and tomorrow.

War with Stalin: we can declare in 3 turns. Since all his Tacs are in the south cities, we only need to take those 2 out on the first turn. We'll need 4 Bombers in Magadan though and I need to time the attack such that he doesn't have all of his troops in the cities. (I will raze if enough troops are left outside meaning we don't have to deal with them at all).

Other things to consider:

I'll make a clear list of tiles that need to SF so that I can better estimate the need for early workers/galleons.

Need to push up Moscow's OF to the limit. It's simple math but it needs to be done!

Worker improvements: Moscow can get some more hammer improvements...as long as it doesn't lose more than 7F/turn basically.

Rostov: more workers need to get in place to chop forests. It can also get some more workshops but this is less pressing.

More as I get more time!
 
Very well done!

I will change most specialists to Merchants to free up more cities to build stuff instead of wealth.
We already have enough research to get 1 tech at 0% so yea :D

Techs: Composites>Fiber>Fission>Fusion
(wanna get started on the Casings ASAP)

Not very sure, since Moscow could finish SS cockpit in 2 turns and then 1 turn for theater for maximum OF.


Since we must be at peace with the AI once we win the game, I am really not convinced I want to take the last Gandhi city. As a result, I'll move the workers S immediately and SF the culture covered by his Madras (that's 1 tile and 2 more in case he gets a border pop).

We can end the war next turn and no need to wait more. Park a unit outside the gift city, he will be willing to talk in the 2nd turn of DOWed. We don't want to take those WW before launch and also there's no ship nearby. We need those ships to take care of Churchill next.


If need be, raise culture slider to avoid too many unproductive citizens.

You'll definitely need the culture slider when deal with Churchill, we don't need beakers 4 turns later.;)

However I am certain I want to give an ice city to Churchill to take out all of his cities for our own.

Produce another settler from Oren then.


War with Churchill needs to be launched as soon as the ice city is in place. Hopefully, he'll move his SoD back to somewhere it's easier to hit.

I think we can fire war next turn without waiting for the gift city, we can cease fire any time and gift the city and DOW immediately.


Should we consider an Amphibious attack on London to raze SoZ? It's a nice city but I'd rather not have to deal with the WW too much. Bombers can reach London from a fort south of Tours.

Yes, do it as you can see that I start building galleon in Irk and there's a galley nearby can be upgraded. This can be done after we destroy his major stack. 4 galleons should be enough. No need to raze it.

I need a clear plan for war on Churchill, will look at this carefully tonight and tomorrow.

Units from Indian land do the amphibious attack to take Oxford and Canterbury and or Warwick if his major stack move toward Not -- I guess that's the case after we DOW and take Not next turn.

War with Stalin: we can declare in 3 turns. Since all his Tacs are in the south cities, we only need to take those 2 out on the first turn. We'll need 4 Bombers in Magadan though and I need to time the attack such that he doesn't have all of his troops in the cities. (I will raze if enough troops are left outside meaning we don't have to deal with them at all).

More precisely, 2 turns. Again no need to raze them, 1 GG plus 11 cossacks are more than enough to take care his forces with the aid of 4 bombers.

Other things to consider:

I'll make a clear list of tiles that need to SF so that I can better estimate the need for early workers/galleons.

I have produce a bunch of workers for in the last 5 turns. Check it out.;) The island near HZ needs a galleon and 2 workers from Oren. Fallout near American cities can use the galleons and forces in Indian land after they done the job on Churchill. Fallout in eastern islands has been taken care of.

Need to push up Moscow's OF to the limit. It's simple math but it needs to be done!

The raw hammer output in Moscow should be enough, I also save the theaters for you in both Moscow and Rostov to allow maximum overflow.:D

Worker improvements: Moscow can get some more hammer improvements...as long as it doesn't lose more than 7F/turn basically.

Rostov: more workers need to get in place to chop forests. It can also get some more workshops but this is less pressing.

We probably don't even need to chop a single forest there, the raw production plus maximum overflow should do the job. Anyway, I did 4 turns of WS on the fur tile with road, you can also send 2 workers to the 2 forests outside BFC 3 turns later. There are 8 workers around Ros, I guess those are more than enough. Send some of them to Churchill land next.


More as I get more time!

Try to calculate whether we can switch to Serfdom in the last turn of GA, I think it's doable when we maximized the production in Moscow.
 
Casings: maybe, I need to identify 5 cities that can build them in 4~5 turns as we are 8 turns from launch.

Gandhi... ok. But I'll check in the test game anyway ;)

Churchill: that's an option. Other is to give him a city at the south of his empire.
As I said, I need to take a careful look to formulate the plan more or less precisely in my head.
Sooner is obviously better of course.

Stalin: last I looked, we were 3 turns away from his furthest tactical...
There's no real need to keep the cities... we'll need some troops to take the last city as well.

Moscow: nope, we need some OF
1600/4 = 400 / 3 = 134...we need some OF.
Similarly for Rostov, we'll need some OF or some forest chops.

Moreover, as your last point states, we can revolt to Serfdom on the last turn if we plan for enough OF/forest chop to save a lot of worker turns.
 
Casings: maybe, I need to identify 5 cities that can build them in 4~5 turns as we are 8 turns from launch.

Gandhi... ok. But I'll check in the test game anyway ;)

Churchill: that's an option. Other is to give him a city at the south of his empire.

That's what I have in mind

As I said, I need to take a careful look to formulate the plan more or less precisely in my head.
Sooner is obviously better of course.

Stalin: last I looked, we were 3 turns away from his furthest tactical...
There's no real need to keep the cities... we'll need some troops to take the last city as well.

We can DOW and take that city 2 turns later, more precisely, T246.

Moscow: nope, we need some OF
1600/4 = 400 / 3 = 134...we need some OF.
Similarly for Rostov, we'll need some OF or some forest chops.

If you assign those scientists to Engineers, then the answer is yes, however to compensate the loss from CS in the last turn, we need more probably.

Moreover, as your last point states, we can revolt to Serfdom on the last turn if we plan for enough OF/forest chop to save a lot of worker turns.

Can we be the 1st team to finish the game? or before Christmas?:)
 
Churchill: so a settler from Orenburg that's gonna walk all the way down there?

Stalin: ok, I'll check when I can.

Finish:
there's going to be either 2 or 3 sets so yea... we'll be done before XMas :D

However, I think Barley Demons just gave up so we'll not "technically" finish first...
But the first to post a win... pretty certain.

One question... what turn do we submit the victory save? When the white text from Space Race Victory shows or previous?
 
Build a settler from Trap and then airlift it to Canterbury.

I think it's good to stop 1 turn before launch and a few turns before victory to make a checklist of all the requirements, so 3 sets to finish. The official winning turn is the turn when the white text from Space Race Victory shows, choose the option of "Wait, I want to play 1 more turn" and then save. Although I always upload the autosave for xOTMs.
 
Ok, so first set will be until 1 turn before launch (Engines 1 turn from being completed).

I will look carefully at the save this evening and should be able to formulate some general plan.
 
Some things...

We can't airlift a settler to Churchill... we have closed borders! Anyway, I found a better solution:

Nanjing Xian is making a settler and I will give it to him next turn.

I micro'd specialists until we have a gold surplus. As a result research is down to 8780 but we have too much research already (we turned the slider up too late!).

Added a 'f' marker to every fallout tile with no worker on it.

So apparently SS Engines do not benefit from Aluminium... bummer.
Actual cost for Moscow/Rostov is 1600/3.5 = 458 H
For 3 turn build, that's average 153H.
For 4 turn build, that's average 115H.

For Rostov: leave every improvement as is but chop all 5 forests (138H)... that's like +46H/turn so it needs base 107H... currently has 117 (so ok to do Serfdom).

For Moscow: 126 base atm, can get: 10 (Engineers), 2 (priest and citizen), 8 (silks), 2 (watermill), 5 (rice), 6 (windmills) for a total of 159 base hammers. Serfdom removes 11H from that, but 159+159+148 = 466 so we're all good on this front.

However, I'm going to be greedy here.

In theory, Moscow can 2-turn the Engine:

159 base+158OF +159 = 476 * 3.5
(minimum is 153+152OF+153)
EDIT: forgot the multiplier is only 3.

Also Rostov:
458 - 138 chop = 320 = 107+106OF+107

Therefore, we need to maximize the overflow for both and we launch 1 turn faster. >>> launch estimated in 6 turns.

Tech situation: Composites>Fiber Optics or Fiber Optics>Composites?

5 Candidate cities for Casings (5 turns = 69H base):
Cheyabinsk, Shanghai, Tver', Khabarovsk (borrow a tile or two from Chita), Xian (I gave the SS Life Support to Nanjing who can do it in 4)

This one is a no-brainer, we only have 6 turns so Composites first.​

SS Cockpit: New York can do it in 4 turns.

This almost covers the SS, I do need to double check the maxing out of OF in Moscow and Rostov though.
EDIT: we'll need 2 turns of OF in Moscow to prepare... I need to check for Rostov but I'm not too sure at this point... we'd need a lot of worker turns to change to workshops.

Tomorrow, I'll focus on Churchill war plan and worker jobs.
 
The multipliers of SS engine in Moscow is 3 (Forge + Factory + CP == 100% + 50% from Bureaucracy + 50% from RI), in Rostov it's 3.5, that's why I always said the bottleneck of building SS Engines is Moscow.

Gift city, We can airlift the settler to Can once it's ours. However I'm fine with your new site.

I micro'd specialists until we have a gold surplus. As a result research is down to 8780 but we have too much research already (we turned the slider up too late!).

We could probably complete Combustion 1 turn earlier.
 
The gift site you picked for Churchill will result the loss of Fish tile( all the original culture in the 8 surrounding tiles is removed), when to get it back depends on how much of the culture from Not on that tile. I think gifting him a city on south pole could be better except it's a little more tedious.

BTW, you can sent the spy to Not this turn and try to revolt it next turn. It really does not matter.;)
 
^^^
We have 89% culture on that tile... we will lose it for only the turn of gift.
Spy: sure. I'll put back EP on Churchill as well.

About SF

Since we are getting Serfdom in 6 turns, I'll just estimate our workers as giving 2x the job. (actual over remaining turns ~1.82)

Longest to clean 1 patch = 1 turn to unload + 9/2 = 6 turns
Due to rounding and everything, I'll just consider every SF as 6 turns.

By Roosevelt
3 tiles to SF...
I'll make a galleon and 1 worker from Atlanta & Chicago. (there's one stuck on an island)

By Gandhi
28 tiles ~ worker 168 turns
We'll have 16 workers total on the island soon... we are covered here.

Island regions

North of Hangzhou
2 tiles
1 galleon from Lyons, 2 workers from French cities.

South of French lands
There are 7 tiles to SF, with 1 of them taking 3 turns to get to on foot.
We'll need at least 5 workers here, I suggest 6 (3 bottom island, 3 top island later).
Our island cities (Yek, Yak, Bry, Vlad) will be responsible for getting some workers and 1 galleon (there is still 1 fallout by Bryansk)

Yaro
Has 3 tiles remaining (+1 worked) so I will produce 1 worker here.

"Pacific" islands
We have about 8 more SF to take care of (more but we already have several workers so I took some out).
2 workers can come from Samara in 2 turns via Galley.
We'll need about 2 more workers from cities around Samara.

Stalin
5 tiles to SF, he has 0 workers
3 workers from Yek-Vlad-Novos-Mag
1 galley nearby upgraded to galleon

Our north
There are 11 tiles, some in awkward positions.
I will keep making workers from Tobol/Oren to take care of those.
The Rostov workers will be busy with forests/improvements and then shipped south if possible.

That leaves...
Churchill
By my count, 46 SF.
We can start mass-producing workers whenever we want really.
10 groups of 5 workers can clean all that in 10 turns.
The first job of workers will be to construct a RR network in the freed up tiles so we can move faster.
This isn't so important now, we can get 100 workers in place within 10 turns if we want.

To summarize:
Atlanta+Chicago => 1 worker, 1 galleon
Yek+Yak+Bry+Vlad+Novos+Mag => 9 workers, 1 galleon
Yaro => 1 worker
Kursk+Volo => 2~3 workers
Tobol+Oren => 2 workers/turn for 4~5 turns

I know I'm overbuilding workers, but I'd rather have too many than not enough :)

I will revise the SS Engines builds in Moscow/Rostov quickly, taking into account the amount of food we will lose by going to war with Stalin and Churchill.
 
SS Engines, take 2

We will lose (3F next turn) 6F/turn due to reduced Sushi for a few turns...
Over 7 turns that's 39F

Moscow (42 F - 39 = 3, ok no starve)
Base hammers while leaving as is: 137 (can be 138 due to lazy pop)
Build Theatre: 136 OF
9 workshops

Total prod:
(137+136) * 3 = 781
(137) * 3 = 411
(137-9) * 3 = 387
Total = 1617 ok
I'll keep 2 workers around Moscow for emergency workshops if the numbers don't match.

Rostov (+4 food surplus, -6 food = -2 => we have 37 food total for wiggle room)
Will have 10 OF after the SS Chamber
5 workshops
If we queue a Theatre the turn before SS Engine starts:
114 OF
(117+114) * 3.5 = 808
(117) * 3.5 = 409
(117-5) * 3.5 = 392
Total = 1609 ok
So we can indeed keep the forests... send most workers to Churchill instead. Will keep 2 workers around to chop 1~2 safety forest if numbers don't match
 
We have 89% culture on that tile... we will lose it for only the turn of gift.

The precise calculation is how many turns Xian pop the border to the Fish. then the culture from Not is ~x*150/9. If that value is greater than the current culture generated from Xian, then we need more than 1 turn to claim it back, plus 1 turn of gifting, I think it will takes about 2~3 turns.

Stalin
5 tiles to SF, he has 0 workers
3 workers from Yek-Vlad-Novos-Mag
1 galley nearby upgraded to galleon

It's easier to produce workers in Trap or around and airlift them there through the airports in Trap and NY. We can use the same way to send workers to England cities.

"Pacific" islands
We have about 8 more SF to take care of (more but we already have several workers so I took some out).
2 workers can come from Samara in 2 turns via Galley.
We'll need about 2 more workers from cities around Samara.

As I said before, they are taken care of, no need of more workers, 4 workers (2 are on the last fallout) are Around Sam already which are already more than enough.

By Gandhi
28 tiles ~ worker 168 turns
We'll have 16 workers total on the island soon... we are covered here.

The excessive worker force can be used for the improvement of Indian city or you can send them to England.

I'll keep 2 workers around Moscow for emergency workshops if the numbers don't match.

Keep 4 workers there until we launch in case of spy mission, If you think it's bad to see them idle, start to change some improvements back to favor FOOD. Also try to improve the other Aluminum for double insurance.
 
The precise calculation is how many turns Xian pop the border to the Fish. then the culture from Not is ~x*150/9. If that values is greater than the current culture generated from Xian, then we need more than 1 turn to claim it back, plus 1 turn of gifting, I think it will takes about 2~3 turns.

It's easier to produce workers in Trap or around and airlift them there through the airports in Trap and NY. We can use the same way to send workers to England cities.

As I said before, they are taken care of, no need of more workers, 4 workers (2 are on the last fallout) are Around Sam already which are already more than enough.

The excessive worker force can be used for the improvement of Indian city or you can send them to England.

Keep 4 workers there until we launch in case of spy mission, If you think it's bad to see them idle, start to change some improvements back to favor FOOD. Also try to improve the other Aluminum for double insurance.

Fish: we can deal with 2~3 turns of no fish, right?

NY will be busy with SS Casings for a bit but good point for later. No workers/galleons to Stalin.

Are we talking about the same islands?
Spoiler :

The eastern-most city will be fine (less than 15 turns to complete with the 1 worker)
The 2 closest cities require 1 worker each
The north island needs 1 more worker.
We have 0 workers on the island with 4 SF, 1 on his way but we need 2 more.
That's 4 workers, 2 already by Samara and 2 more. nm just found the 2 airlifted workers... just need to move them.

Moscow: ok I'll keep 4 workers around. (probably leave 4 by Rostov as well then)
Yes, will change back tiles to food to avoid starving (gotta get pointtttts!)
 
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