SGOTM 17 - Plastic Ducks

^It's not difficult to have civic switch with 3+ turns of anarchy, plus 1 turn of religion converting, we are almost at the end of the game, no need for more switch. I'm reluctant to win with unusual ways, that's why I suggested to avoid bankruptcy.
 
Approx. 800 gold at -200PT = 4 turns

Let's say we capture four cities in those four turns, raising 600 G. That gets us to 7 turns. Add another city capture during that period, we're at 8 turns.

Massive civic switch consumes three turns, i.e. 11 turns total.

In that time we capture further cities without incurring losses. Enough to raise 400G? Probably. = 13 turns.

Russia pillaging kicks in = 15 turns

More cities are captured = 17 turns

We have one free turn of strike = 18 turns

----

I think the above is pretty conservative. We're also growing onto Towns and Villages in places like Yasod, Beijing, etc. A few Rathauses (Rathäuser) have the hammers to be whipped, as do Markets. Stuff can be deleted. We're not going to go broke.

Units that have been built should be completed (to wreck Cottages, if nothing else). More Galleons are needed, if kossin says so. Otherwise just build Wealth and focus on the warring. :hammer:
 
We actually need to switch 3 civics to have 3 turns of Anarchy.

Slavery > Caste System
Vassalage > Bureaucracy
Paganism > Free Religion

That's the only thing I'd consider. We're not too far from capturing St-Petersburg so I'd hold on until then if possible. Otherwise we have to switch into Organized Religion :lol:

We're good for 5+ turns at the current rate when you consider city growth, pillage and a few RH here and there. Adding the capture/raze gold, probably 8 turns. That's close to game over! We'll have less than 200gpt loss next turn if we don't change wealth builds. I went quickly through the save and counted +71 gpt for the next turn.

It feels a bit lame to go into civics we don't benefit from plus a religion.
 
We have a turn of being broke free, the 2nd one will cost us one unit, and 1 the 3rd,4 and 5th are 2units later on, etc (i.e. floor(strikeTurns/2)). I haven't see the algorithm which troops are to be disbanded 1st recently but for sure they were outside cities (i.e. city militia has the least chance to be disbanded). Hence, we can afford few turns of strike too.

Overall low promoted warriors, archers, chariots (i.e. low production units, no xp, levels), outside culture borders are very likely to be the 1st to go, so whip few chariots and keep me out if we have to get to strike, keep archers out as well.

Note: last few turns we should be in caste and not working food resource but having evil bankers eating the food bin
 
Thanks for all the input guys, it should be enough for me to outline the next few turns.
 
(forgot) @kossin, barbarism would be more profitable than bureaucracy.
Down with Vassalage :) Down with Bureaucracy :)
Yes it should definitely be Barbarism.
 
The Chariots will have to wait to be sent to Russia as we are currently a bit short on boats.

And this is the piece I was missing for designing the "unit production" part of my set.
:goodjob:

Guys how many days do you allow for preparing and playing a 5 turns set? :D
 
Pre Game plan (draft)

1. Unit Production. (for the next 3 turns)
Holy Rome and former Mali: Galleon (should try 2) then HA then Chariots. Whip (including cold whip) as many as allowed by the ferry capacity.
China and Khmer, other cities: HA and Chariots. Whip as many as possible (including cold whip)

2. Unit movement.

- South Russian Stacks (SRS):

SRS1: (SE of Yaroslav) 6 trebs 7 melee 1 chariot 1 worker
14/168 of our strength roughly 8%, which is 8x4=32% of Russia strength maybe
Can this stack immediately move towards Novogrod? It could attack (and end the game?) Novogrod in 10 turns.

SRS2: (S2E of Yaroslav) 4 treb, 3 melee 1 chariot.
Mission=...

- East Russian stacks:

ERS1: 4 treb, 5 melee, 2 ha, 1 worker
can be in Novogrod in 8 turns
Mission=...

ERS2: 3 trebs, 1 Xbow.
Will merge with ERS1 after the latter spends 1 turn bombarding.
ERS1+ERS2=36%

ERS3: 3 trebs, 3 melee

I need to study Doshin's path a little...

- English stacks:

ES1/near canterbury: 4 trebs, 5 melee (35% of England power)
Can march straight to the last English city (SW corner) in 8 turns.
Route= York then split. Be helped with has for the last 2 cities.

ES2/near warwick: 7 trebs, 7 melee (45% of England power)
Route= Warwick> Hasting> Nottingham

- Japan stacks:

JS1 (main stack): 15 trebs, 14 melee, 7 has (130% of Japanese power!)
Split in 2 sub stacks:
JS11 Tokyo in 6, Osaka in 9.
JS12 Nara in 7

JS2 (neo satsuma): 3 trebs, 2 melee
Route: take neo satsuma, then go for Kagoshima, with the help of additional has.


3. Teleportation. Do as Kossin says.

4. Economy. Crash it hard.

5. Workers. Road where needed.

6. Failgold. Don't.

Comments please :D
 
The next player should make a good draft of the next ~5 turns (pictures I guess) as there are quite a few strategic points going on at the same time and it's easy to get lost in the myriad of units and galleons sitting by.
Especially the teleport part that can be confusing.

I've read this and the last pages I missed.

Because we're aiming for a 10~11 turns finish, we'll have to TP the mini-satsuma stack as explained by Kossin. (Later window for larger reinforcements is too late)

I'd still need input on the optimum Russian route.
 
To be honest, I haven't looked at the war paths so much so I can't answer very well at the moment.

I'm working from home today so I should be able to free some time a bit later to draw some maps for culture/paths. You can look at this post for Russia and this one for England.

One thing: the stack by Neo-Satsuma is for the hidden city in the north (Nagoya) which you can get to by moving NE... not for Churchill's city. Sorry if this is what you meant!
 
One thing: the stack by Neo-Satsuma is for the hidden city in the north (Nagoya) which you can get to by moving NE... not for Churchill's city. Sorry if this is what you meant!

I understand this stack is taking Nagoya then teleporting into England, correct me if I am wrong. Teleporting will be achieved by cease fire with Tokugawa?
 
Cease fire with England.

1. Capture Nagoya to free up the road movement, yup
2. Have the workers road the jungle tile as I outlined
3. Chariot razes Neo-Satsuma
4. Settler makes a new city
5. All troops move to city tile
6. Cease fire with Churchill
7. Gift new city to Churchill = teleported 3N of Warwick
8. Resume wars

Cease fire with Toku would slow down the war progress whereas we'll have just captured York against Churchill T157~158.

EDIT: it might is still be very possible to teleport T157 if the troops are in place... the workers will be left behind however. As long as all units have movement points on T156 and are unloaded inside the city.
 
Bit pushed for time right now. I'll try to comment on your pre game draft in greater detail tomorrow, soundjata.

For optimal warring in Russia and England, spend some time studying the way culture will drop away after each city is taken. In the meantime...

Russia:

Culture drop (this is not meant to be a step-by-step guide to the war)

Suggested troop movement around Yaroslav (if you cross-reference the Culture layout, you'll see that there is no need to head straight to Novogrod because the roads around Yaroslav will get us there just as quickly)

England:

Culture overlap

My suggested troop movements (I don't talk about Warwick, but basically use the bare minimum to capture this and then move everything to 1SE of York.)

---

None of this is complete, and my way won't necessarily be right. Where you spot errors, you can formulate a better plan. :)
 
ˇˇWholeheartedly agree on the 'brute force' method with Yaroslav. We really shouldn't care about losing some trebs at this stage as long as we don't lose too many.

Btw Shawshank is trailing PR by only 9 posts at the moment... Don't tell me they will outspam Gumbolt :D

EDIT: they did outspam Gumbolt :lol:
 
Japan
Spoiler :


Kagoshima can go a bit later but this gives you an idea of how early units are needed in the north. It takes up to T163/4 if we wait for units in the south.
 
Possible for England... not sure who is more limiting at the moment. This one looks a bit stretched and we'd require to do teleportation using Toku for cease fire instead (right after capturing Kyoto).
Spoiler :


This would make England = Japan = T162 .... looking at Russia now.
 
I noticed that Mitchum has visited my user page... trying to see if we've finished, I suppose. :devil:

@kossin

The main difficulty with conquering England by T161/2 is that we just don't have enough units to split the stack between London, Nottingham, and Coventry safely. If we can find some HAs to attack Nottingham (with the help of one or two Trebs) we could shave a turn off the attack... Basically, we'd need to replicate the Rostov HA plan in England. But I don't know if we can spare or find any last troops
 
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