SGOTM 12 - ChokoMisfits

very well done sun. I updated our summary.

Sleep, I think we will have to go military to ensure the fallout is cleared

Yes, that may be likely, but I still have hope of avoiding it, while building up for it.

BTW: I'm not done with my turn set yet. I will complete Genetics tonight and may have extra play time on Thursday. I plan to end my turn set very early Friday morning, hopefully with the space ship completed and about 10t travel time till Fallout needs to be cleared. Ozbenno would be up then, right?

Sun Tzu Wu
 
Very good work with the SS construction and planning, Sun Tzu Wu! :)

We will need to pre-position units for the invasions -- airports and airlift can help with this. I am not sure if you can airlift to an AI city with OB or not, I do not think I have ever tried.

As Sun Tzu Wu noted, we can still hope the AIs will complete the fallout clean up without wars. Since we also have to have peace with all AIs on the final turn (whether that is when the SS arrives at Alpha Centauri or after) the military option may or may not be optimal, if the AIs are making some progress on the fallout. We should keep a very close eye on their actions, and try to keep a running tally of fallout tiles remaining, tiles cleared per turn, etc.

Do we have all other fallout (remote islands, etc.) cleared? I need to check the latest save, but have been very busy lately due to some unanticipated problems at work. :(
 
Brief comments on progress:

Completed Genetics in 3t. Continuing to spam and give away Workers. Priority is now:

Churchill: total of 14 plots remain uncleared, including 3 plots being cleared by workers and 2 plots not visible; 4 plots were cleared in 3t.

Gandhi: total of 12 plots remain uncleared, including 3 plots being cleared by workers and 0 plots not visible; 2 plots were cleared in 3t.

Roosevelt: total of 9 plots remain uncleared, including 2 plots being cleared by workers and 3 plots not visible; 4 plots were cleared in 3t.

Mao Zedong: total of 6 plots remain uncleared, including 0 plots being cleared by workers and 0 plot not visible; 0 plots were cleared in 3t.

Roosevelt's power buildup should be slightly concerning, though we have no idea how Churchill compares due to lack of Espionage against him.

Here is your Session Turn Log from 1878 AD to 1884 AD:

Spoiler :

Turn 309, 1878 AD: IronWhale has been founded.
Turn 309, 1878 AD: IceIron has been founded.
Turn 309, 1878 AD: IvoryBeef can no longer work on Moai Statues. The lost ? is converted into 201?!
Turn 309, 1878 AD: CornTwinGems can no longer work on Moai Statues. The lost ? is converted into 195?!
Turn 309, 1878 AD: IncenseGems can no longer work on Moai Statues. The lost ? is converted into 162?!
Turn 309, 1878 AD: StoneFish can no longer work on Moai Statues. The lost ? is converted into 156?!
Turn 309, 1878 AD: Ivory Town can no longer work on Moai Statues. The lost ? is converted into 231?!
Turn 309, 1878 AD: CopperCorn can no longer work on Moai Statues. The lost ? is converted into 219?!
Turn 309, 1878 AD: PigSheep can no longer work on Moai Statues. The lost ? is converted into 213?!
Turn 309, 1878 AD: Moscow celebrates "We Love the Prime Minister Day"!!!
Turn 309, 1878 AD: The borders of IronWhale have expanded!

Turn 310, 1880 AD: IvoryBeef has grown to size 21.
Turn 310, 1880 AD: Churchill has 60 gold available for trade.
Turn 310, 1880 AD: Roosevelt has 140 gold available for trade.
Turn 310, 1880 AD: The borders of QuickSilver are about to expand.
Turn 310, 1880 AD: The borders of Marseilles are about to expand.
Turn 310, 1880 AD: The borders of IceIron are about to expand.
Turn 310, 1880 AD: Mining Inc has expanded into ClamSheep.
Turn 310, 1880 AD: Mining Inc has brought +23?-10? to ClamSheep. Increase this bonus by acquiring more Coal, Iron, Copper, Gold, Silver.
Turn 310, 1880 AD: CopperRice will grow to size 22 on the next turn.
Turn 310, 1880 AD: QuickSilver will grow to size 15 on the next turn.
Turn 310, 1880 AD: Ivory Town will grow to size 21 on the next turn.
Turn 310, 1880 AD: PigSheep will grow to size 17 on the next turn.
Turn 310, 1880 AD: The borders of QuickSilver have expanded!
Turn 310, 1880 AD: The borders of Marseilles have expanded!
Turn 310, 1880 AD: Moscow celebrates "We Love the Prime Minister Day"!!!
Turn 310, 1880 AD: The borders of IceIron have expanded!
Turn 310, 1880 AD: Roosevelt has completed Versailles!

Turn 311, 1882 AD: CopperRice has grown to size 22.
Turn 311, 1882 AD: QuickSilver has grown to size 15.
Turn 311, 1882 AD: Ivory Town has grown to size 21.
Turn 311, 1882 AD: PigSheep has grown to size 17.
Turn 311, 1882 AD: Churchill has 7 gold per turn available for trade.
Turn 311, 1882 AD: The borders of StoneFish are about to expand.
Turn 311, 1882 AD: The borders of ClamSheep are about to expand.
Turn 311, 1882 AD: Churchill will trade Military Science
Turn 311, 1882 AD: Roosevelt will trade Divine Right
Turn 311, 1882 AD: Gandhi will trade Military Science
Turn 311, 1882 AD: Churchill won't trade Clam
Turn 311, 1882 AD: StoneFish will grow to size 22 on the next turn.
Turn 311, 1882 AD: MarbleTown will grow to size 26 on the next turn.
Turn 311, 1882 AD: CopperCorn will grow to size 20 on the next turn.
Turn 311, 1882 AD: Deal Canceled: Deer to Mao Zedong for Gold Per Turn (6)
Turn 311, 1882 AD: Deal Canceled: Marble to Churchill for Fish
Turn 311, 1882 AD: You have discovered Genetics!
Turn 311, 1882 AD: Socrates (Great Scientist) has been born in Capital (Catherine)!
Turn 311, 1882 AD: The borders of StoneFish have expanded!
Turn 311, 1882 AD: Catherine has completed SS Engine!
Turn 311, 1882 AD: The borders of ClamSheep have expanded!
Turn 311, 1882 AD: Christianity has spread in IronWhale.
Turn 311, 1882 AD: Catherine's Golden Age has ended...
Turn 311, 1882 AD: A Mine was destroyed by enemy infiltrators!

Turn 312, 1884 AD: Capital has become healthy.
Turn 312, 1884 AD: CopperRice has become healthy.
Turn 312, 1884 AD: SugarPig has grown to size 25.
Turn 312, 1884 AD: StoneFish has grown to size 22.
Turn 312, 1884 AD: MarbleTown has grown to size 26.
Turn 312, 1884 AD: CopperCorn has grown to size 20.
Turn 312, 1884 AD: CopperOil has become healthy.
Turn 312, 1884 AD: Stalingrad has become healthy.
Turn 312, 1884 AD: Gandhi is the worst enemy of Mao Zedong.
Turn 312, 1884 AD: The borders of Paris are about to expand.
Turn 312, 1884 AD: The borders of WineDeer are about to expand.
Turn 312, 1884 AD: Churchill will trade Divine Right
Turn 312, 1884 AD: Mao Zedong won't trade Fish
Turn 312, 1884 AD: CopperRice will grow to size 23 on the next turn.
Turn 312, 1884 AD: CornTwinGems will grow to size 23 on the next turn.
Turn 312, 1884 AD: OilFish will grow to size 17 on the next turn.


Here's the autolog.txt file content:

Spoiler :


Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 309 (1878 AD) [12-Jan-2011 21:53:09]
CopperRice begins: Moai Statues (1 turns)
Paris begins: Moai Statues (2 turns)
CopperRice begins: Modern Armor (2 turns)
CopperRice begins: Moai Statues (1 turns)
Marseilles begins: Worker (1 turns)
ClamIsland begins: Worker (5 turns)
St. Petersburg begins: Worker (6 turns)
SouthernFish begins: Worker (6 turns)
0% Research: 2344 per turn
0% Culture: 4074 per turn
0% Espionage: 234 per turn
100% Gold: -18 per turn, 18 in the bank

After End Turn:
CopperRice finishes: Moai Statues
IvoryBeef grows to size 21
QuickSilver finishes: Spy
CornTwinGems finishes: Worker
IncenseGems finishes: Worker
Paris finishes: Harbor
Marseilles finishes: Worker
StoneFish finishes: Worker
PigSheep finishes: Worker
ClamSheep finishes: Worker
Stalingrad finishes: Worker
IronWhale's borders expand

Other Player Actions:
Attitude Change: Churchill (England) towards Roosevelt (America), from 'Pleased' to 'Friendly'

Turn 310 (1880 AD) [12-Jan-2011 22:18:05]
Diplomacy: Gandhi (India) offers to trade World Map to Catherine (Russia) for World Map
CopperRice begins: Transport (1 turns)
CopperRice begins: Modern Armor (1 turns)
QuickSilver begins: Spy (2 turns)
CornTwinGems begins: Recycling Center (3 turns)
Paris begins: Hospital (2 turns)
Paris begins: Public Transportation (2 turns)
Paris begins: Grocer (2 turns)
PigSheep begins: Drydock (1 turns)
ClamSheep begins: Worker (2 turns)
Stalingrad begins: Worker (2 turns)
IncenseGems begins: Supermarket (2 turns)
IncenseGems begins: Drydock (2 turns)
A Watermill was built near SugarPig
A Workshop was built near MarbleTown
StoneFish begins: Harbor (1 turns)
CopperRice begins: Transport (1 turns)
CopperRice begins: Modern Armor (1 turns)
CopperRice begins: Transport (1 turns)
CornTwinGems begins: Worker (1 turns)
Marseilles begins: Grocer (1 turns)
Paris begins: Worker (1 turns)
Marseilles begins: Worker (1 turns)
ClamIsland begins: Worker (5 turns)
Mining Inc has spread: ClamSheep
0% Research: 2266 per turn
0% Culture: 4204 per turn
0% Espionage: 240 per turn
100% Gold: -34 per turn, 1380 in the bank

After End Turn:
CopperRice grows to size 22
CopperRice finishes: Transport
QuickSilver grows to size 15
QuickSilver's borders expand
CornTwinGems finishes: Worker
IncenseGems finishes: Drydock
Paris finishes: Worker
Marseilles's borders expand
Marseilles finishes: Worker
StoneFish finishes: Harbor
Ivory Town grows to size 21
PigSheep grows to size 17
PigSheep finishes: Drydock
ClamSheep finishes: Worker
FishTown finishes: Worker
CopperOil finishes: Worker
Stalingrad finishes: Worker
Moscow finishes: Worker
Lyons finishes: Worker
IceIron's borders expand

Turn 311 (1882 AD) [13-Jan-2011 14:38:37]
CopperRice begins: Transport (1 turns)
IncenseGems begins: Transport (1 turns)
Paris begins: Worker (1 turns)
Marseilles begins: Worker (1 turns)
StoneFish begins: Spy (1 turns)
PigSheep begins: Transport (1 turns)
ClamSheep begins: Worker (1 turns)
FishTown begins: Worker (2 turns)
CopperOil begins: Worker (2 turns)
Stalingrad begins: Worker (2 turns)
Moscow begins: Worker (4 turns)
Lyons begins: Worker (2 turns)
A Workshop was built near QuickSilver
A Workshop was built near CornTwinGems
A Workshop was built near StoneFish
A Workshop was built near Lyons
A Workshop was built near Moscow
A Mine was built near Ivory Town
A Whaling Boats was built near IronWhale
80% Research: 4434 per turn
0% Culture: 4270 per turn
0% Espionage: 254 per turn
20% Gold: -1572 per turn, 1576 in the bank

After End Turn:
Tech research finished: Genetics
Socrates (Great Scientist) born in Capital
CopperRice finishes: Transport
QuickSilver finishes: Spy
A Town was built near StoneFish
A Town was built near CornTwinGems
SugarPig grows to size 25
IncenseGems finishes: Transport
Paris finishes: Worker
Marseilles finishes: Worker
StoneFish grows to size 22
StoneFish's borders expand
StoneFish finishes: Spy
MarbleTown grows to size 26
MarbleTown finishes: SS Engine
CopperCorn grows to size 20
PigSheep finishes: Transport
ClamSheep's borders expand
ClamSheep finishes: Worker
OilFish finishes: Worker
FishClam finishes: Worker
FarAwayTown finishes: Worker
Stalingrad finishes: Worker
Lyons finishes: Worker
Christianity has spread: IronWhale
Golden Age ends

Other Player Actions:
A Mine was destroyed near Marseilles

Turn 312 (1884 AD) [13-Jan-2011 17:00:04]
Research begun: Flight (2 Turns)
CopperRice begins: Modern Armor (2 turns)
QuickSilver begins: Spy (3 turns)
IncenseGems begins: Transport (1 turns)
Paris begins: Worker (1 turns)
Marseilles begins: Worker (1 turns)
StoneFish begins: Worker (1 turns)
PigSheep begins: Transport (1 turns)
ClamSheep begins: Worker (1 turns)
FarAwayTown begins: Worker (5 turns)
Stalingrad begins: Worker (2 turns)
Lyons begins: Worker (2 turns)
A Workshop was built near Ivory Town
CornTwinGems begins: Barracks (1 turns)
Lyons begins: Worker (2 turns)
QuickSilver begins: Spy (3 turns)


Here's the current save:

http://gotm.civfanatics.net/saves/civ4sgotm12/ChokoMisfits_SG012_AD1884_01.CivBeyondSwordSave

Plans - one final subset of 3-4 turns, before I turn the game over to Ozbenno:

The Space Ship should be completed in 3t: Three SS Casings will be completed in t312, two more SS Casings will be completed in t313, and the SS Stasis Chamber will be completed in t314. Once the SS Stasis Chamber is completed, the space ship can launch with a full complement of all SS parts; I will launch ASAP after all SS parts are completed, given due consideration to the remote possibility of sabotage.

I plan to complete Flight tonight in 3-4 turns and try to build up some military, but I want to continue spamming Workers too, since that seems to be (slowly) working.

I almost considered building Tactical Nukes, since just two of them can virtually destroy any military stacks in their 3 x 3 kill zones. I thought we could clean up any additional Fallout, but the AI might also have tactical nukes or worst yet ICBMs. So, I'm not so keen on starting a war to clear fallout faster. The AI is clearing Fallout slowly, except Mao Zedong has stalled and has cleared no Fallout for many turns; I gave him two workers in t312, we shall see what he does with them. War with Mao to clear Fallout seems the safest, so I plan to continue to focus Worker spamming on Gandhi, Roosevelt and Churchill.

Sun Tzu Wu
 
Brief comments on progress:

Completed space ship and launched it on t315, ETA in 10t. Completed Flight in 3t. Continuing to spam and give away Workers. Priority is now:

Churchill: total of 10 plots remain uncleared, including 4 plots being cleared by workers and 0 plots not visible; 4 plots were cleared in 3t.

Gandhi: total of 8 plots remain uncleared, including 0 plots being cleared by workers and 0 plots not visible; 4 plots were cleared in 3t.

Roosevelt: total of 6 plots remain uncleared, including 0 plots being cleared by workers and 0 plots not visible; 3 plots were cleared in 3t.

Mao Zedong: total of 6 plots remain uncleared, including 0 plots being cleared by workers and 0 plot not visible; 0 plots were cleared in 3t.

Here is your Session Turn Log from 1884 AD to 1890 AD:

Spoiler :

Turn 312, 1884 AD: Catherine has completed SS Casing!
Turn 312, 1884 AD: QuickSilver celebrates "We Love the Prime Minister Day"!!!
Turn 312, 1884 AD: Catherine has completed SS Casing!
Turn 312, 1884 AD: The borders of Paris have expanded!
Turn 312, 1884 AD: The borders of WineDeer have expanded!
Turn 312, 1884 AD: Catherine has completed SS Casing!

Turn 313, 1886 AD: Capital will become unhealthy on the next turn.
Turn 313, 1886 AD: CopperRice has grown to size 23.
Turn 313, 1886 AD: CornTwinGems has grown to size 23.
Turn 313, 1886 AD: OilFish has grown to size 17.
Turn 313, 1886 AD: Capital will grow to size 26 on the next turn.
Turn 313, 1886 AD: IncenseGems will grow to size 17 on the next turn.
Turn 313, 1886 AD: WineDeer will grow to size 18 on the next turn.
Turn 313, 1886 AD: Catherine adopts Vassalage!
Turn 313, 1886 AD: Catherine has completed SS Casing!
Turn 313, 1886 AD: QuickSilver celebrates "We Love the Prime Minister Day"!!!
Turn 313, 1886 AD: Catherine has completed SS Engine!
Turn 313, 1886 AD: Catherine has completed SS Casing!
Turn 313, 1886 AD: Gandhi adopts Hereditary Rule!

Turn 314, 1888 AD: Capital has grown to size 26.
Turn 314, 1888 AD: Capital has become unhealthy.
Turn 314, 1888 AD: CopperRice will become unhealthy on the next turn.
Turn 314, 1888 AD: IncenseGems has grown to size 17.
Turn 314, 1888 AD: WineDeer has grown to size 18.
Turn 314, 1888 AD: Gandhi has 540 gold available for trade.
Turn 314, 1888 AD: The borders of IncenseGems are about to expand.
Turn 314, 1888 AD: You have discovered Military Tradition!
Turn 314, 1888 AD: CopperRice will grow to size 24 on the next turn.
Turn 314, 1888 AD: FishTown will grow to size 15 on the next turn.
Turn 314, 1888 AD: You have discovered Flight!
Turn 314, 1888 AD: The borders of IncenseGems have expanded!
Turn 314, 1888 AD: Catherine has completed SS Stasis Chamber!
Turn 314, 1888 AD: Rabbi Akiva (Great Prophet) has been born in London (Churchill)!
Turn 314, 1888 AD: John Honeyman (Great Spy) has been born in Hangzhou (Mao Zedong)!

Turn 315, 1890 AD: CopperRice has grown to size 24.
Turn 315, 1890 AD: CopperRice has become unhealthy.
Turn 315, 1890 AD: FishTown has grown to size 15.
Turn 315, 1890 AD: Mao Zedong has 230 gold available for trade.
Turn 315, 1890 AD: The borders of Lyons are about to expand.
Turn 315, 1890 AD: Roosevelt will trade Military Science
Turn 315, 1890 AD: You have launched your spaceship!
Turn 315, 1890 AD: QuickSilver will grow to size 16 on the next turn.
Turn 315, 1890 AD: SugarPig will grow to size 26 on the next turn.
Turn 315, 1890 AD: OilFish will grow to size 18 on the next turn.


Here's the autolog.txt file content:

Spoiler :


Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 312 (1884 AD) [13-Jan-2011 20:25:16]
0% Research: 2349 per turn
0% Culture: 4271 per turn
0% Espionage: 252 per turn
100% Gold: -290 per turn, 290 in the bank

After End Turn:
CopperRice grows to size 23
CopperRice finishes: Modern Armor
IvoryBeef finishes: SS Casing
CornTwinGems grows to size 23
CornTwinGems finishes: Barracks
SugarPig finishes: SS Casing
IncenseGems finishes: Transport
Paris's borders expand
Paris finishes: Worker
Marseilles finishes: Worker
StoneFish finishes: Worker
WineDeer's borders expand
CopperCorn finishes: SS Casing
PigSheep finishes: Transport
FishTown finishes: Worker
OilFish grows to size 17
CopperOil finishes: Worker
FurCity finishes: Spy
Stalingrad finishes: Worker
Lyons finishes: Worker

Turn 313 (1886 AD) [13-Jan-2011 20:25:22]
CopperRice begins: Modern Armor (2 turns)
IvoryBeef begins: Modern Armor (3 turns)
CornTwinGems begins: Modern Armor (2 turns)
SugarPig begins: Modern Armor (2 turns)
IncenseGems begins: Transport (1 turns)
Paris begins: Worker (1 turns)
Marseilles begins: Worker (1 turns)
StoneFish begins: Worker (1 turns)
CopperCorn begins: Drydock (1 turns)
PigSheep begins: Battleship (2 turns)
FishTown begins: Worker (3 turns)
CopperOil begins: Worker (2 turns)
FurCity begins: Library (6 turns)
FurCity begins: Theatre (4 turns)
FurCity begins: Worker (8 turns)
Stalingrad begins: Worker (2 turns)
Lyons begins: Worker (2 turns)
A Mine was built near IceIron
A Workshop was built near CornTwinGems
A Workshop was built near StoneFish
CopperCorn begins: Airship (1 turns)
FarAwayTown begins: Worker (5 turns)
A Mine was built near Marseilles
CornTwinGems begins: Worker (1 turns)
0% Research: 2384 per turn
0% Culture: 4270 per turn
0% Espionage: 236 per turn
100% Gold: -303 per turn, 318 in the bank

After End Turn:
Capital grows to size 26
Capital finishes: SS Casing
CopperRice finishes: Modern Armor
QuickSilver finishes: Spy
CornTwinGems finishes: Worker
IncenseGems grows to size 17
IncenseGems finishes: Transport
Paris finishes: Worker
Marseilles finishes: Worker
Ivory Town finishes: SS Engine
WineDeer grows to size 18
WineDeer finishes: SS Casing
CopperCorn finishes: Drydock
PigSheep finishes: Battleship
ClamSheep finishes: Worker
Stalingrad finishes: Worker
Moscow finishes: Worker

Other Player Actions:
Attitude Change: Gandhi (India) towards Churchill (England), from 'Cautious' to 'Annoyed'
Civics Change: Catherine(Russia) from 'Bureaucracy' to 'Vassalage'
Civics Change: Gandhi(India) from 'Universal Suffrage' to 'Hereditary Rule'

Turn 314 (1888 AD) [13-Jan-2011 22:36:43]
Diplomacy: Gandhi (India) offers to trade Military Tradition to Catherine (Russia) for Artillery
Tech traded to Gandhi (India): Refrigeration
Tech acquired (trade, lightbulb, hut, espionage): Military Tradition
Capital begins: Modern Armor (3 turns)
CopperRice begins: Modern Armor (2 turns)
QuickSilver begins: Spy (3 turns)
CornTwinGems begins: Worker (1 turns)
IncenseGems begins: Transport (1 turns)
Paris begins: Worker (1 turns)
Marseilles begins: Worker (1 turns)
WineDeer begins: Modern Armor (3 turns)
CopperCorn begins: Transport (1 turns)
PigSheep begins: Transport (1 turns)
ClamSheep begins: Worker (1 turns)
Stalingrad begins: Worker (2 turns)
0% Research: 2625 per turn
0% Culture: 4272 per turn
0% Espionage: 240 per turn
100% Gold: -386 per turn, 725 in the bank

After End Turn:
Tech research finished: Flight
CopperRice grows to size 24
CopperRice finishes: Modern Armor
IvoryBeef finishes: Modern Armor
CornTwinGems finishes: Worker
SugarPig finishes: Modern Armor
IncenseGems's borders expand
IncenseGems finishes: Transport
Paris finishes: Worker
Marseilles finishes: Worker
MarbleTown finishes: SS Stasis Chamber
CopperCorn finishes: Transport
PigSheep finishes: Transport
ClamSheep finishes: Worker
FishTown grows to size 15
CopperOil finishes: Worker
Lyons finishes: Worker

Turn 315 (1890 AD) [14-Jan-2011 00:30:35]
Research begun: Robotics (4 Turns)
CopperRice begins: Airport (2 turns)
IvoryBeef begins: Airport (3 turns)
CornTwinGems begins: Worker (1 turns)
SugarPig begins: Airport (2 turns)
IncenseGems begins: Destroyer (2 turns)
IncenseGems begins: Transport (1 turns)
Paris begins: Worker (1 turns)
Marseilles begins: Worker (1 turns)
MarbleTown begins: Airport (1 turns)
CopperCorn begins: Battleship (2 turns)
PigSheep begins: Battleship (2 turns)
ClamSheep begins: Worker (1 turns)
CopperOil begins: Worker (2 turns)
Lyons begins: Worker (2 turns)
A Workshop was built near IvoryBeef
A Workshop was built near QuickSilver
Moscow begins: Worker (3 turns)
Marseilles begins: Settler (1 turns)
CopperRice begins: Bomber (1 turns)
IvoryBeef begins: Bomber (2 turns)
SugarPig begins: West Point (6 turns)
Ivory Town begins: West Point (6 turns)
SugarPig begins: West Point (6 turns)


http://gotm.civfanatics.net/saves/civ4sgotm12/ChokoMisfits_SG012_AD1890_01.CivBeyondSwordSave

Continuing plans for the next turn set:

The AI is slow at clearing Fallout in non-BFC plots, but they do clear these plots occasionally. I was planning to give Roosevelt and Gandhi Setters and position them where I'd like them to build a city, making non-BFC Fallout plots into BFC Fallout plots. Roosevelt needs two Settlers and Gandhi needs five Settlers for this plan to be fully implemented.

Mao Zedong's city surrounded by Fallout can be captured and cleared of Fallout.

Sun Tzu Wu
 
Ouch looks like armageddon beckons. Agree concentrate on Mao then probably Churchill. Laser for the SDI could be a good tech to go for as well. Trouble with the AI of course is that they start changing there tile uses all the time. :lol:
 
Ouch looks like armageddon beckons. Agree concentrate on Mao then probably Churchill. Laser for the SDI could be a good tech to go for as well. Trouble with the AI of course is that they start changing there tile uses all the time. :lol:

Churchill will Clear his Fallout in Time:

No, please do not attack Churchill. All the Fallout he has left in his BFCs. I'm positive that he will clear all his Fallout before our ship arrives in 10t. Churchill has only 10 Fallout plots left - 4 Fallout plots where his Workers are clearing out the Fallout. When they are done he will have only 6 Fallout plots left.

EDIT: Churchill's 10 Fallout plots are not all in a BFC. Two of his Fallout plots are outside of any BFC, but he does have 2 Workers on one and 1 Worker on the other. He might start clearing on one or both of them next turn.

Give Settlers to Gandhi and Roosevelt:

In addition to Mao Zedong, we need to do something to get Gandhi and Roosevelt clearing Fallout again. Perhaps if we give Gandhi and Roosevelt Settlers next to Fallout where they could found a city, they will do so and find it more urgent to clear the Fallout now that it appears in the BFC of their new city. That's my hope. We may still need to DoW either or both of Gandhi and Roosevelt, but let's gift them a few Settlers in locations where we'd like them to Settle and perhaps they will oblige, while we continue to prepare for War.

Sun Tzu Wu
 
Roosevelt:

Move the transport with settler at 5W of Wine Deer to 5E of Roosevelt's Clam (one of our unsettled city sites). Move the Settler 1 SE onto the city ruins and immediately give him to Roosevelt. If Roosevelt settles there, great! Hopefully the Fallout it its BFC will become Roosevelt's highest priority and he will clear it.

The remaining problem Fallout plot is 2 NE of Chicago. There is no way to settle a city nearby, so our remaining peaceful recourse is to give Workers on the site, until he decides to clear it of Fallout.

The Fallout 1N + 2E of Settle will be be cleared after the worker there finishes the Railroad. There really isn't anything else useful for that worker to do, since that the only BFC plot it can reach without a transport or galleon.

Gandhi:

Give Gandhi a settler on the Coal plot 3S of Bombay. If we are lucky, he will settle a city there and start clearing the Fallout to in the plots 1 SW, 1 S and 1 SE.

The two Fallout plots near Delhi (3N + 1W and 1N + 4E) can't be "cleared" by this settler gambit. Giving workers on them is the only peaceful option.

Fallout 6S + 1W of ClamSheep can be easily deal with. Built settler in ClamSheep and settle it 7S + 1W of ClamSheep; give the city to Gandhi or spread Sid's Sushi there and culture "steal" the Fallout and clear it.

Fallout 2S + 7E of ClamSheep will be much harder to clear. Best peaceful option is move a Worker onto the Fallout 1S of the Iron Fallout and hope Gandhi uses gifted worker to clear the Fallout; when clear give Gandhi a settler on the same plot and hope he settles it there; Fallout 1N becomes a BFC priority and soon gets clear. Unfortunately a War with Gandhi here might be a faster way to clear the Fallout.

Churchill:

Churchill will easily clear 8 of his 10 Fallout plots himself. Here's how to deal with the two problematic Fallout plots:

Fallout plot 3S + 1E of Coventry: Give workers there until one clears the Fallout.

Fallout olot 2SE of Nottingham: Give a settler 1SW of this location and hopefully Churchill will settle it there and quickly clear the Fallout plot 1 NE.

Mao Zedong:

Giving a few workers on the near Chengdu may suffice. Or just DoW him and clear them ourselves.

Fallout 2NE of Bejing may be more difficult. Only peaceful option is giving workers on this plot and hope one of them clears it. Otherwise, just DoW Mao Zedong and clear it ourselves.

Bridging the gap between Gandhi's main island and Churchill:

Use a galleon to ferry units between Lahore and Calcutta or Agra. That way we can have our most productive cities build workers and settlers in a single turn and use railroads to most destinations.

DoW, clear Fallout and Cease Fire:

For any AI that doesn't completely respond to the above tactics, just Dow them, clear all Fallout and get a Cease Fire with them. Especially versus Roosevelt and Churchill, we must be strong enough both offensively and defensively. Gandhi is too far from us to do much damage and Mao Zedong is too backward to resist us.

Sun Tzu Wu
 
Since our Space Ship has already launched, we could take massive conventional losses as long as we retain our capital and clear all Fallout.

The bigger risk is our DoWs starting a Nuclear War. We don't really know how may ICBMs or tactical nukes the AI have stock piled. Even if none, Churchill, Roosevelt and Gandhi have some productive cities that can quickly produce these weapons.

So, let's use the DoW Option as a last resort for Churchill, Roosevelt and Gandhi. Mao Zedong

We must never use nuclear weapons ourselves, since that may push the AI to use them as well. The AI may not unilaterally use nuclear weapons, so if we can be sure of this we can easily take the Fallout plots with our Modern Armor and hold onto it with our Marines. In retrospect, I wish we had researched Robotics, since Mechanized Infantry is the strongest fortfiable unit (Marine is quite weak in comparison).

Sun Tzu Wu
 
We should be able to roll Mao very quickly and clear the fall out. I intend to do this in the next 1-2 turns and capture his close cities and clear the fallout in very quick time. He should offer peace once he has lost a few cities. Not concerned about even giving up something to get peace once all the fallout is cleared.

I think that switching to Universal Sufferage, putting the cash slider at 0% and buying airports in cities close to the front and production centres is a good idea. Can also upgrade troops in the front lines as well.

How long to give the others to show some clearing intent before declaring on them?? Don't want to leave it too late. Will try the tactics that Sun outlined above as well.
 
Sun Tzu Wu's plans seems sound. Relying on the AI can be problematic sometimes though so a big military buildup along with sending workers/settlers seems the way to go.

Good luck Ozbenno.
 
Notes about War with the AIs:

Send all our spies into AI lands. Possibly build up Espionage against Churchill. It would be neat if spies could clear Fallout, but that is only wishful thinking on my part, or is it? The spies can sabotage Uranium Mines just before we declare war.

Mao Zedong and Churchill do not appear to have Uranium, so they may not have a stock pile of ICBMs or Tactical Nukes. Roosevelt and Gandhi do have Uranium, so they could have a stock pile or start building nuclear as soon as we submit our DoW.

We should target all an AI's Uranium sources before a DoW or via airstrike on the 1st turn of the War. If they have no Workers nearby to rebuild the Uranium Mine, great; if not, attempt to pin down or kill their workers and take the nearest city if necessary.

We should airlift Infantry or Marines to our undefended island cities near the enemy.

We probably should skip building West Point (SugarPig), since it takes so long (5t); build an Airport there instead.

War with Mao Zedong:

We should be able to roll Mao very quickly and clear the fall out. I intend to do this in the next 1-2 turns and capture his close cities and clear the fallout in very quick time. He should offer peace once he has lost a few cities. Not concerned about even giving up something to get peace once all the fallout is cleared.

Consider taking Nanjing and Hangzhou on the turn of the DoW, so no interruption of Railroad (I built) to Churchill's lands will result, nor will Open Borders with Mao Zedong be required after he submits.

Mining, Inc. resources in Chengdu and Nanjing; taking these cities will increase Base Hpt in all our Mining, Inc. cities by 2 for the Coal each city is settled on and by 3 when the Chengdu Gold Mine is completed.

Guangshou has two Great Wonders, The Hanging Gardens and Broadway; may be worth taking, but it is a Hill City.

Before we DoW Mao Zedong, we should give him a crappy city like our Fur City, so we can freely take all his cities on our continent providing cities near the front to Roosevelt and Churchill which will take them time to cross by land, since their Open Borders with Mao Zedong would then be useless to them.

Civics Choices and Slider Settings:

I think that switching to Universal Sufferage, putting the cash slider at 0% and buying airports in cities close to the front and production centres is a good idea. Can also upgrade troops in the front lines as well.

I don't think you meant "cash" slider at 0%, because we need it to be at 100% where currently is for maximum military production. Perhaps you meant minimize Wealth production, but that is already the case, except for cities whose production is too small (<= 20+SS or <= 40 Hpt) to build anything of value in a single turn.

I have been building Workers in cities with more than 120 Hpt production and this produces significant Wealth overflow. If we start producing larger military units (Modern Armor, Bombers, Mechanized Infantry [Robotics], Mobile Artillery [Laser]), we will need to dedicate some cities to producing Wealth and/or maximize Merchant specialists.

Universal Suffrage would only be useful for adding 1 Hpt for each Town, but with Sid's Sushi providing all the food we need, we should turn some of these Towns to Workshops, but not all as it hurts our Economy. (BTW, I was frustrated that many cities that should have contained Banks did not etc., but such criticisms can be looked at again in our next SGOTM.) If we are done with Researching, we should switch to Police State for +25% Military production!

Airports:

In any case, we don't need Airports near the front, because airlift requires an Airport only at the source of a airlift and not at its destination. We actually need Airports in cities far from the "front". It may be useful to build Airports in all our high production cities far from the front this turn, even if it takes more than 1t.

Note that an Airport can only airlift one unit per turn and the receiving city can receive only one airlifted unit per turn.

How Long to wait before War with a particular AI:

How long to give the others to show some clearing intent before declaring on them?? Don't want to leave it too late. Will try the tactics that Sun outlined above as well.

In my opinion, we should DoW cities in sequence as needed when we have sufficient workers to clear the Fallout and military units to protect the workers:

Mao Zedong -> Roosevelt -> Gandhi -> Churchill

Most of the non-BFC Fallout is accessible from the Shore, so we can quickly DoW, have enough workers to clear each Fallout in 1-2t and quickly gain a Cease Fire or Peace Treaty (hopefully in just a few turns).

With the exception of Mao Zedong, I'd wait for the AIs to clear Fallout in any of their BFC plots. Once they have Fallout in only non-BFC plots, target and clearing those must be the 1st priority; once that is done, take their cities until they are willing to accept a Cease Fire or Peace Treaty.

Peaceful (excluding Mao) Ferry Routes:

Regarding sending the AI settlers, set our 4-6 largest cities nearest the "front" to settler; they will build in 1t with Wealth overflow; sent them by railroad to their target plots in AI land. We must send a few galleons or transport to ferry units between our Shores, Churchill, Roosevelt and Gandhi's main island (Liverpool <-> York [build railroad to Liverpool], Lahore <-> Agra or Calcutta, Boston <-> Pataliputra, and maybe West Shore of Marseilles <-> Oxford)

Sun Tzu Wu
 
I believe you are correct, Ozbenno. If the receiving city has an airport, then unlimited airlifts can be targetted to that city. (I remember this point from one of Sullla's write ups, the big AI teamer continents game where he created Eastern Air Base and materialized an entire army on the eastern continent by airlift.)
 
Well running short of time and I think haphazard1 is up? If so good luck with fallout clearance. :)
 
Something has come up and I'm not going to be in a position to be able to play tonight and that was going to be my only opportunity, hope someone is going to be able to keep this moving along. Sorry!!

That's fine; no worries; some one else will finish the game.

Well running short of time and I think haphazard1 is up? If so good luck with fallout clearance. :)

Our deadline is the 20th, 4 days from now.

We need someone to commit to playing ASAP.

I believe that clearing all Fallout and Peace with all remaining AI are the final game goals that must be met as soon as our ship arrives or failing that ideal timing as soon as possible after the ship arrives. It should be trivial to prevent the AI from capturing our Capital (the only way our Space Colony Victory can be thwarted at this point).

If necessary, I can play the remaining turns of the game. I have good understanding of what it may take to get the AI to clear Fallout in 10t or less.

The current turn is critical for us to build several settlers to give to the AI near Fallout locations and for many Workers given on Fallout to see whether the AI will use them to clear it. If we are lucky we may be able to avoid war with Gandhi, Roosevelt and Churchill, assuming they clear Fallout via our settler gambits and massive gifts of workers.

Assuming we need War, we can best make Peace quickly by massive military build-up and capturing cities. Razing cities would be a bad idea, since the AI will hold out longer the more brutal we treat them.

If no one says they are playing in the next two hours, I will extend my past 21t turn set to 25t (current length of our turn sets to finish the game on time) by playing an additional 4t tonight.

I'd rather see someone else finish the game, but I'm also willing to go through to the conclusion of the game, if everyone agrees. I just hate to see us get this close without finishing the game; we probably will also do quite well in the standings (especially if we get all conditions met by the time our ship arrives).

Sun Tzu Wu
 
I thought that if you had an airport you could receive an unlimited number of units, which would be very useful at the front. Could well be wrong on this though.

I believe you are correct, Ozbenno. If the receiving city has an airport, then unlimited airlifts can be targetted to that city. (I remember this point from one of Sullla's write ups, the big AI teamer continents game where he created Eastern Air Base and materialized an entire army on the eastern continent by airlift.)

So, unlimited numbers of airlifted units can arrive at a city with an airport. I continue to learn things about BtS via the SGOTM series. Thanks guys!

Sun Tzu Wu
 
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